Page 6 of 10

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 9:02 pm
by basicart
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.
Ill be happy to PvP 1 on 1 any Melee using Ele and ill put dapper on Ele winning lol
3 nukes kills a melee, melee in PvP need healers more then ele do

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 9:10 pm
by mmatto
Pure nuker without items and other specials has 1350 hp and 2600 sap and full blast takes 425 sap and hp without time credits, so he can cast 3 full strength double missiles.

However, mage gets additional 1250hp from melee levels if he has those and 2000 bonus from items that can be divided between hp and sap. So we will have mage who has 3600 hp and sap and he can cast 8 full strength nukes but more likely hp sap is divided 4600 hp and 2600 sap so mage can sustain some damage, this allows 6 nukes.

I am thinking that nuker gets too much benefit from those melee levels as melee won't get much benefit from mage levels if we do not count enchantments (which should be reworked totally, IMO).

I did not spend too much time on those numbers, might be completely wrong.

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 10:27 pm
by basicart
lvl 250 fear enchants would be great on melee weapons

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 11:00 pm
by akm72
basicart wrote:Ill be happy to PvP 1 on 1 any Melee using Ele and ill put dapper on Ele winning lol
3 nukes kills a melee, melee in PvP need healers more then ele do
Fair comment. Maybe as well as nerfing healing, we need to improve melee'ers ability to resist magic. The easiest way might be for medium and heavy armour to provide some defence against magical attacks.

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 11:14 pm
by alexrowe
I think itÂ’s ok that healing will be nerf gives better challenge to the players, we have every thing on crafting 250q not like back then patch 1.

Re: Healing is gonna be nerfed!! grrrrr

Posted: Sun Jul 03, 2005 11:54 pm
by basicart
Aya but the new players that try the game will be like "eep" n run off

Re: Healing is gonna be nerfed!! grrrrr

Posted: Mon Jul 04, 2005 12:14 am
by alexrowe
That might be true basic if they do not join any old guilds, time will tell :) .

Re: Healing is gonna be nerfed!! grrrrr

Posted: Mon Jul 04, 2005 12:24 am
by hans1976
amcyr wrote:I think it would actually be 40 58 82 113 ...
5 8 12 18 27


40 58 70 98

Now fully calculating, I see the pattern but make easily sloppy mistakes.

5 -> 8 = +3
8 -> 12 = +4
12 -> 18 = +6
18 -> 27 = +9
so +1, +2, +3, +4, +5, etc

9 + 4 = 13
13 + 5 = 18
18 + 6 = 24
24 + 7 = 31

27 + 13 = 40
40 + 18 = 58
58 + 24 = 82
82 + 31 = 113

So yeah, I see the error of my ways. I thought 18+6=22 :-p Or more likely made some error in adding up and forgot some 10 somewhere....
Or both, 58 + 22 (bad number) = 70 when tired.

nvm ;-)

Re: Healing is gonna be nerfed!! grrrrr

Posted: Mon Jul 04, 2005 12:59 am
by ozric
grimjim wrote: So, say... instead of going

5 10 20 40 80

5 8 12 18 27
hans1976 wrote:5 8 12 18 27


40 58 70 98

Now fully calculating, I see the pattern but make easily sloppy mistakes.

5 -> 8 = +3
8 -> 12 = +4
12 -> 18 = +6
18 -> 27 = +9
so +1, +2, +3, +4, +5, etc

....(snip)
I think you are seeing this wrongly

In Grimjims' first sequence, the number is double (2x) the previous one. In the second sequence, the number is 1.5x the previous (rounded up where necessary)

Re: Healing is gonna be nerfed!! grrrrr

Posted: Mon Jul 04, 2005 1:42 am
by sidusar
ozric wrote:I think you are seeing this wrongly

In Grimjims' first sequence, the number is double (2x) the previous one. In the second sequence, the number is 1.5x the previous (rounded up where necessary)
My thoughts exactly. You people make this way too complicated.

As for the real subject of the topic, I think others have already voiced my opinion better than I can. If meleers were more decent at absorbing damage (not die in two attacks from a mob their own level), if afflictioners were more decent in decreasing mobs damage output, and if rangers were more decent at dealing damage, then nerfing heal would probably be a good thing and make these classes more usefull next to elemental. But I'm afraid just nerfing heal and leaving the other skills as they are will only result in needing more healers in the party, thus leaving even less room for working other skills.