sidusar wrote:Easy for you to say, but this poll is incomplete. It asks us if we want to have heal weakened, and nothing else. But that's not what's going to happen.
Imagine me asking you: "Would you give another person hundred dollars? No discussion, no 'if', just yes or no." What would you answer? 'Yes' means you're saying you have no problem with giving 100 dollars to random strangers. 'No' means you're saying you would never give 100 dollars to anyone, even if they gave you a million in return.
Most likely you wouldn't want to answer either yes or no, you'd want to answer "yes in some conditions, no in others". Well, that's what I'd like to answer to your question, but your poll doesn't have that option.
Well I assumed everyone would assume I meant as described in the proposed changes I linked to. There's your 'if' situation.
So maybe I shouldn't have credited the community with some intelligence? Perhaps I should have been a little more specific and asked 'Do you really want heal weakened in exactly the way that Nevrax are proposing?'?
I was just trying to encourage people to discuss it on the other thread rather than start yet another long drawn out debate. Trying to reduce the number of 'as I explained in the thread you linked to...' comments. Oh right it was YOU that said that wasn't it?
I just wanted a clearer idea of whether people were really for or against the PROPOSED changes. Pardon me for trying to keep the post count down.
sidusar wrote:Yes, it makes so much more sense that your wounds heal faster than it takes to catch your breath...
Let's remember we're not talking naturally here, this is being done with spells and it makes no sense at all. You can die from your wounds, there is no sense in having spells that replenish your energy more powerful than ones that heal your wounds. If magic were real, do you really think we would create spells like that? Of course not! We'd make spells where we healed people's wounds more powerful so they wouldn't die.
sidusar wrote:Possibly, but at least they will be needed. Right now fighters aren't even needed because elementalists can tank just as well.
You see that's part of the problem. I don't agree with this at all. In my experience fighters are way better tanks than nukers (because of interrupts). I just don't accept the nuker tank concept. To me tank=fighter, always will.
And I will never subscribe to the 'tanks (or fighter) are useless' brigade. I certainly don't feel useless on the, admittedly rare, occasions when I tank (lvl 143 sword atm). In fact I'm often GLAD the nuker(s) can take them down for me. Saves me doing all the work!
Last night is a perfect example of where the real problem lies IMHO. I was hunting Timaris with a nuker (and healer when needed). We could, just about, take down a Fierce Timari with me tanking and him nuking it. If I died, he died too because he couldn't cast enough - interrupts. Sometimes we took it down fast enough that I didn't need a heal at all but was very low on HP. But the biggest problem for me was the number of times I missed the mob.
That's were there's a real problem with nuker power - if they take the mob down before the tank hits. So I return to my earlier suggestion. Give fighters who are in combat and ATTEMPTING to hit, XP whether they hit or not. Just like they originally proposed for healers. If the tank just stands there then no XP, if he tries to fight the mob and a team mate kills it, he gets XP.