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Thoughts on the patch

Posted: Fri Sep 30, 2005 7:46 am
by Solaya
A few words on the recent patch - now that hopefully people will read them ;) I'll post this in the forums of all three communities, as I'm really interested in what the others think and in "fixing" the topic properly.

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...

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.

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)? Sadge said at the RL-Gathering
that some of those changes have been made because the Bomb-Effect also healed the enemy. This may or may not be the only reason (why can't I invite my "foes" --whilst foe seems to be everybody who is not my guild-- to my team anymore when they're dead?)
but I'm really wondering why, if a feature has a sideeffect that people do not want, why don't you change the feature (bomb/spray/ricochet) instead of everything else around it?

Re: Thoughts on the patch

Posted: Fri Sep 30, 2005 9:14 am
by akicks
Solaya wrote:A few words on the recent patch - now that hopefully people will read them ;) I'll post this in the forums of all three communities, as I'm really interested in what the others think and in "fixing" the topic properly.

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 -.-
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.

Re: Thoughts on the patch

Posted: Fri Sep 30, 2005 9:36 am
by art3an
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...

Strange, that's not my experience at all. Though, if u pulled the majority of Atys boss mobs to one place and then having trouble keeping your tank alive, I might agree ;)
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.
No time credits by principle? Or are you saying that elementalists can't do enough dmg?

Re: Thoughts on the patch

Posted: Fri Sep 30, 2005 9:47 am
by catfud
Solaya wrote: Nobody needs a 5000 stamina heal by the way
couldnt agree with you more, life life life is what we need dont see why heal life cant be increased that little bit more to match the stam and sap. Could some one please explain the sense in making heal life lower than stam and sap heals!

I dont want massive stupid heals again i just want ones that match the sap/stam!!!!

Re: Thoughts on the patch

Posted: Fri Sep 30, 2005 10:10 am
by blaah
catfud wrote:Could some one please explain the sense in making heal life lower than stam and sap heals!
PvP and FvF battles.

bigger sap/stam is (i think) useful with bomb/richo/spray heal's.

btw Nevrax, can i get craft sp's from SAP/STAM boosts back ? pretty please. they useless now.

Re: Thoughts on the patch

Posted: Fri Sep 30, 2005 10:12 am
by mmatto
catfud wrote: I dont want massive stupid heals again i just want ones that match the sap/stam!!!!
Hmm, increasing hp heal to match new stam/sap heals would make hp heal pretty much equal to old massive stupid heals. So, you must be proposing that sap/stam heal is nerfed down to match new hp heal?

Re: Thoughts on the patch

Posted: Fri Sep 30, 2005 10:15 am
by philu
blaah wrote:PvP and FvF battles.
I don't think that a valid reason. Though I admit my opinion is coloured by my hatred of PvP.

Say NOOOOOOOOOOOOOOOO to PvP. :p

Re: Thoughts on the patch

Posted: Fri Sep 30, 2005 10:30 am
by blaah
philu wrote:I don't think that a valid reason. Though I admit my opinion is coloured by my hatred of PvP.
hp heal was lowered, so it would be harder to rez ppl in PvP fights. too powerful was second reason. PvP was main reason ;-)
edit: IMHO :-)

sap/stam was increased because they were too low. you cant rez someone with sap/stam heal, so it (almost) does not matter how powerful they are..
and they give nice option to use bomb with sap/stam heals now.
philu wrote: Say NOOOOOOOOOOOOOOOO to PvP. :p
i dont even go to PvP events (never have)

Re: Thoughts on the patch

Posted: Fri Sep 30, 2005 10:34 am
by philu
blaah wrote:hp heal was lowered, so it would be harder to rez ppl in PvP fights. too powerful was second reason. PvP was main reason ;-)
Exactly, Nevrax continue with their headlong pursuit of a PvP game. :(

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.
blaah wrote:i dont even go to PvP events (never have)
My kind of player. ;)

*Bows with deep respect for blaah*

Re: Thoughts on the patch

Posted: Fri Sep 30, 2005 10:44 am
by oauitam
mmatto wrote:Hmm, increasing hp heal to match new stam/sap heals would make hp heal pretty much equal to old massive stupid heals. So, you must be proposing that sap/stam heal is nerfed down to match new hp heal?
Hehe, I'm pretty sure (s)he wasn't proposing that mmatto. Having said that, I might propose it!

[These views are based on just a few hours testing on the first night of the new system - I haven't got access to the ATS.]

Sap and stamina almost seemed to be a non-issue last night, an irrelevence. Maybe a bit of the need for player skill is lost when that worry is gone?

Keeping people alive seems to have become more important. I like that. Whack-a-mole, or yoyo-ing or whatever you want to call it always seemed silly to me. So, as well as feeling more realistic, I now feel like it is important that I don't let my team mates get knocked down. (And that is ignoring the PvP ramifications of only a 3 second gap between 'killing' an opponent and having them stood in front of you at 100% hp.)

For me, anything that makes combat require more skill is a 'Good Thing'. I've met players whose characters have 250 skills and just aren't very good at the game. (Please don't anyone take this as a personal insult! I'm not tacitly referring to any of the posters here.)
Things that make combat harder for me result in me eventually becoming better at it. That's not to say I'm good at it, just that I improve! I hate that feeling you get in a boring fight when you realise that a bot or macro could do your job as good, or better, than you're doing it :)