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Re: The heal poll
Posted: Fri Sep 30, 2005 8:54 am
by iphdrunk
sx4rlet wrote:but for some reason some people didnt like it if they were yoyo-ed.
well, at least the yoyo effect has less impact on trykers, for they are closer to the floor
Re: The heal poll
Posted: Fri Sep 30, 2005 10:25 am
by oauitam
forever wrote:I take great offense to your comments. I don't know how you heal, but healing was the hardest skill to purform in game for me. I was always part of the team and worked as hard as the others members. I take great pride in keeping my team mates alive.
I don't think there is anything to take offence about and I'm sure he wasn't trying to offend anyone. (I could get offended that you mention healers working as hard as other team members! I don't think I've ever been in a group where anyone works as hard as the healers do!
)
Like you, I feel that healer was the trickiest role to be very good at (and on first impressions, it still will be). I could be an average meleer and get away with it. I could be useless with a rifle and nobody cared. I could nuke with one finger and hold a conversation or two during a fight. (I'm talking about player skill here; nothing to do with numbers on a character sheet.) If a skillful healer lost connection the whole team got dp; if a nuker lost connection all that happened was we all got xp a bit slower.
I think the 'battery' comment was perfectly fitting though. As a healer a couple of days ago my problems were in powering up the nukers or making sure that the meleers had some stamina to play with. I had very few problems keeping people alive - and it didn't matter really if I messed it up, one spell and they were back up at full(ish) hp anyway. I am pleased that now there may be even more skill involved in being a good healer.
Last night I felt like I was a healer, not a battery. As I said earlier in this post, one stamina bomb every minute or two was enough to keep four meleers from getting bored (which is still the main role of stamina in most teams). Giving sap to another mage was no problem, instead of being my major task as it was a couple of days back. My major focus last night was keeping people from being killed.
I feel like a healer when I am healing hp and more like a battery when I am refilling sap or stamina. I think this is what kuroari meant. Even if the total of hp+sap+stam that I pumped out last night was exactly the same as before the patch, I preferred it for that reason. I feel more like a healer.
Re: The heal poll
Posted: Fri Sep 30, 2005 1:22 pm
by marct
Just lower the Stam/Sap a bit it is a little overpowered. I must say things were fun last night.
Noin.
Re: The heal poll
Posted: Fri Sep 30, 2005 1:54 pm
by sx4rlet
borg9 wrote:Yourly get fatter eating all those
Nooo! Zespiole told me yuboo sandwiches are low on callories and fat!!!
*pouts*
Re: The heal poll
Posted: Fri Sep 30, 2005 2:07 pm
by borg9
sx4rlet wrote:Nooo! Zespiole told me yuboo sandwiches are low on callories and fat!!!
*pouts*
lol and you believed that 'I am pregnant' excuse!
Look at a Yubo and then tell me 'Low fat' or 'Full Fat'
Re: The heal poll
Posted: Fri Sep 30, 2005 2:12 pm
by mrshad
I have had some time to play with this now.
Healing life is overly difficult.
It was nerfed too much, and should be increased by about 25%-50%
Stam and Sap could be decresed by a similar amount.
When you lose sap or stam, it is mearly inconvienent.
When you run out of HP yer dead.
Re: The heal poll
Posted: Fri Sep 30, 2005 2:18 pm
by oldmess
mrshad wrote:I have had some time to play with this now.
Healing life is overly difficult.
It was nerfed too much, and should be increased by about 25%-50%
Stam and Sap could be decresed by a similar amount.
Agreed. Nerfing the double-spell affected both healers and nukers and was more than enough nerf. I disagree that heal needed the additional nerfing it got.
With the increase in sap/stam healing, some nerf in life heal is ok, but the amount of nerf we got was too much.
Yes, I know this opinion is the minority, but it's still my opinion after using it last night. And it was my opinion when it was first announced.
Re: The heal poll
Posted: Fri Sep 30, 2005 2:25 pm
by marct
mrshad wrote:I have had some time to play with this now.
Healing life is overly difficult.
It was nerfed too much, and should be increased by about 25%-50%
I do not agree at all, leave HP heal where it is, make Stam and Sap a little less powerful.
What they have done is given Melee's and Afflictionists a reason to live. YES, they have changed things, and what you did before does not work as well now.
As a whole I think the entire game has become more fun as a result. There is now not an optimal group that cranks away, but many many different options for how to put your group together, and every single group will function differently. Isn't this exactly what we all love about the game. Go ask 10 foragers what their extract stanza is and you will get 10 different answers. If you asked before about what your group consisted of you would have gotten 1 answer and everyone would have said this is the best group. Now you will get 20 different answers.
I really think it is extremely more enjoyable now!!!!!
Have I been clear? Fighting is FUN again!!!!
Noin.
Re: The heal poll
Posted: Fri Sep 30, 2005 2:37 pm
by thebax
PvP is better- So what?
Some people with double spell find the healing nerf acceptable- So what?
Most don't want PvP in the first place, but more importantly, the channels were filled last night with people getting fed up .
Not only should the healing nerf be reversed, but it should be done very quickly, before we lose any more players.
Re: The heal poll
Posted: Fri Sep 30, 2005 2:57 pm
by szoszi
thebax wrote:PvP is better- So what?
Some people with double spell find the healing nerf acceptable- So what?
Most don't want PvP in the first place, but more importantly, the channels were filled last night with people getting fed up .
Not only should the healing nerf be reversed, but it should be done very quickly, before we lose any more players.
Or people should start to think... maybe? ... please?
My biggest problem with Ryzom were the high lvl nukers whos lost all their brains with leveling and uncapable to stop shooting and switch to heal when needed. Now i hope it will change.
I'm not a PvP fan, i've never played PvP in Ryzom. I like PvE more as my opinion is that the level system makes any PvP predictable and i don't have the time to max my character on all branches.
Last night we tested the new system, it was fun. In areas where whe travelled without any problems before we had to look out and I really had to care about my hp (i usually tank). Tanks have to help their team not just "hit-hit-hit".
The configuration I've found usefull:
Healer work mainly with sap credit. He uses only a small HP credit which is covered by normal regeneration. I have a sap enhantment in my sword. He heals, i give him sap when he's getting low. I use attack after parry as much as possible and feint sometimes to save HP, thus i help the healer to to his work. I keep my hand over self-heal and invul in case his incantation fails and i'm getting low. If he's very low on hp/sap i hit melee aura, switch to amps and heal him up (sap credits used only).
With this we were able to kill bosses with a team of three. I didn't go down once.
boss: lvl220 (Wombakya)
tank: 225 (sap enchantment in sword)
healer: lvl 176 (2/1 sap/hp credit)
nuker: 150+ but not over 200 (used single nuke only, only sap credit, cross healing sometimes between lvl 100 and 150)
I think it is not that bad to get a boss with that team and with one healer and a nuker/healer mainly nuking.
So, imho this nerf is pretty good.
bye, blondy