Page 5 of 10

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sat Jul 02, 2005 6:34 pm
by iwojimmy
petej wrote:Heal over Time (link spell) that only drains a low amount to keep the link but automaticaly fills the target when needed would be nice...
drawback is.. if you need to heal multiple casualties, :( but, yes, it would be good for Duoing

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sat Jul 02, 2005 7:59 pm
by thurgond
The problem the Developers have is that they want to award fame as a reward in faction vs. faction PvP event zones. They decided to award fame when someone is knocked unconscious.

With the current game mechanics, the potential fame rewards are huge because characters get put down and healed back to effectiveness many times in a fight.

With no penalty to the healer if someone is unconscious, fights can last a long time with large fame rewards to both the victors and the eventual vanquished. This is also exploitable for potential huge fame rewards. As someone who has worked hard on fame by feeding kipee morsels to the Kami, I would resent someone who spent a short while in a PvP event matching or exceeding my fame.

This is why I proposed some sort of penalty for healing someone who is down. A separate rez spell wouldn't have to be introduced, but it would reduce the ping pong nature of PvP fights. Its also better than awarding fame when a character releases. This would result in corpse camping which isn't fun for either side.

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 12:05 am
by hans1976
grimjim wrote: 5 10 20 40 80

5 8 12 18 27
40 58 70 98

sometimes, I hate my brain...

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 1:44 am
by madnak
Mob damage is incredibly high. Up to 4500+ in some cases for a single hit.

Player damage is rather low - it's hard to deal 1000 damage consistently in PvP, even for a nuker putting everything into it.

If heal can keep up with mobs effectively, then PvP won't be balanced. If heal is low enough for PvP to be realistic, then we won't be able to keep up with mobs.

My preferred solution? Nerf heal, but add healing abilities into a number of support skillsets. The level economy is out of balance - with so many skillsets (and most players want to level many of those skills), only one of which can restore player attributes, the demand for healers will be very high. In addition, healer/mage duos are incredibly efficient for xp, and thus very inefficient for the level economy. They remove both nuke and heal levels from the "pool," effectively, leaving melee and affliction types with even less damage dealing and healing support.

I think new skill branches that can fill the roles are a good solution (as are un-nerfing melee and making heal/nuke duos less viable). If elemental and heal were not the only way to keep stats up and deal damage, then it would be possible to level in a group without them. Also it would be safe to "nerf" heal - this would make support classes necessary and make combat much more efficient. Right now, heal is overpowered - a healer of level x can keep a mage-tank of level x up for free (expending sap/hp at a lower rate than his regeneration). But given the power of mobs, it's the only way to handle PvE situations.

But imagine support abilities that halve the damage of the party, or reduce damage of a certain type by 3/4, or give a 10x modifier to hp regen, or halve all ability costs for a team. Also aff needs to be much more powerful - afflictions could dramatically reduce the need for healing if they were realistic. I understand that creating the typical derivative "classes" is not in line with the philosophy of this game, but the support role is conspicuously missing in the world of Ryzom and that removes a whole world of sophistication from combat.

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 1:48 am
by madnak
Ack! I thought the thread was only one page. Seems my idea has already been suggested :P

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 11:28 am
by akm72
basicart wrote:PvP as it is now is fine IMO... ...( we ignore the melees cos there like flys but they do brake your spells which is anoying ).
Sounds like you're nerfing your own argument, if melee'ers can be safely ignored in PVP, there is something seriously wrong.

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 1:53 pm
by amcyr
hans1976 wrote:40 58 70 98

sometimes, I hate my brain...
I think it would actually be 40 58 82 113 ...

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 2:03 pm
by basicart
akm72 wrote:Sounds like you're nerfing your own argument, if melee'ers can be safely ignored in PVP, there is something seriously wrong.
Thats just our tactics they do brake your spells alot but you over come it by bosting ya credits more and adding cancentrate. Melee does suck tho PvP but this has nothing do do with healing. If ya nerf healing Melee will still suck

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 6:00 pm
by akm72
basicart wrote:If ya nerf healing Melee will still suck
You sure? 'cause it seems to me that nukers rely heavily on healers to keep them powered up. Nerf healers in PVP, and nukers may be unable to maintain high-damage & fast refire rate simultaneously. This may give the melee'ers and affliction mages more of a chance to have an impact on the fight.

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 8:48 pm
by caitiff
akm72 wrote:You sure? 'cause it seems to me that nukers rely heavily on healers to keep them powered up. Nerf healers in PVP, and nukers may be unable to maintain high-damage & fast refire rate simultaneously. This may give the melee'ers and affliction mages more of a chance to have an impact on the fight.
This is true and I can definitely see how it could change it. The best way to find out would be to test it ;)

A nuker can only hit 2-3 times full blast solo (big guess here as I dont nuke yet ;P) while the meleer can go a lot longer, and even longer if he uses medium armor. So I can definitely see how use of more skill branches can come into play.