Re: Thoughts on the patch
Posted: Fri Sep 30, 2005 11:44 am
No, you're not alone.philu wrote: The more they push this game toward PvP, the less I will want to play it. I am sure I am not alone in this feeing.
No, you're not alone.philu wrote: The more they push this game toward PvP, the less I will want to play it. I am sure I am not alone in this feeing.
*bows again with deep respect*carrie wrote:No, you're not alone.
Granted, I haven't had a chance to test the new heals in the field yet. But before the patch I did simulate the effects a few times by using lvl 80 heal and paying for it with a 160 heal credit cost, and as a level 160 healer I had no problem keeping a level 230 melee up.Solaya wrote:HEALPOWER
A 250 healer should be able to heal a 250 melee, so that he is NOT down again by the mobs next hit.
I'm talking about real spells here, not about enchantments. At the moment a 250 healer can hardly heal 150 melee -.-
An increase of the HP-Healpower by 1,25 would make sense to me. Nobody needs a 5000 stamina heal by the way...
Absolutely not! The whole purpose of extra 20% cost was to force elementalists to use a time credit so they wouldn't be able to fire their double missiles at superspeed anymore.Solaya wrote:SPELLCOSTS
I do accept the higher costs of spells as such and doubles in particular, BUT you should be able to pay these costs
without having to use the time-credits. Higher Sap/HP Credit-Stanzas (e.g. at Lvl 250) could be a good solution.
Yes, that is quite absurb and rather annoying that you can attack anyone but not heal anyone.Solaya wrote:PvP / FvF / GvG
If I can attack and kill Team- and Guildmembers, neutral Homins, friendly guilds and the like,
why then can't I heal my friends and foes under the same circumstances (depending on the area I'm in)?
There are many more of us who feel this way than Nevrax will admit to philu.philu wrote: The more they push this game toward PvP, the less I will want to play it. I am sure I am not alone in this feeling.
Course you can heal him. But let's imagine you're against one or two cuttlers, or equally speedy mobs, kirostas or whatever. Or those nice little kincher Spec-attacks. Whatever - it means that the mob, depending on the power of your healspells will definitely make your melee lose more HP than you can give him back. Which makes lvling above lvl 230 quite annoying when you need a healer for the lvling purpose. Of course you can HEAL that 150 melee as long as he's still standing. But lets just imagine that melee has around 3000 hitpoints. My 250 double spell heals around 3200 hitpoints (depending on the amp). So lets imagine your melee is down. You cast your spell and your melee is up, with - lets say around ...hmm....300 hp and while he's still "standing up" the mob hits again and down is your little melee.akicks wrote:I'll stop you here.
I am a level 180 healer.
I can heal a level 250 melee.
You are doing something wrong if you can't.
Try re-thinking your strategies.
I do not have a problem with higher spellcosts. What I do have a problem with is the fact that effectiveness of healpower was decreaed while at the same time the cost of every spell (def or off) has been increased. Mobs still have the same speed - we don't. Or we cut back on our spells, which slows down lvl-speed (sorry if that sound powergaming to you *g*). I won't talk of the PvP effects here - they don't bother me at all.art3an wrote:No time credits by principle? Or are you saying that elementalists can't do enough dmg?