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General For serious discussions about general Wyvern topics. |
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#1
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healing nerf
personally i see this as a large stab to all players that are 1x1 big.
a way i can see this being fxed is by making all spells that require casting (and i do mean ALL) to take the same ammount of time as blood dart, and acid dart. those used to be spammed if i remember right, and now they require a bit of a "cool down" period. if you made healing like that then people would still be able to stay alive, but not as easily as they could. BUT full healing giants, and hydras would still have a large advantage, so to make them less powerful the "heal" spell should be upped to 15 lore. lore cost for healing spells IMO minor healing- 3 Medium healing- 7 major healing- 10 Heal- 15 |
#2
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Actually myself I think the whole healing nerf is generally a very good idea. Cutting down on lag and general server issues in the process I have no doubt.
But there are a few minor adjustments I think that could perhaps be thought about. Maybe think about increasing the number of clovers in piles again as supporting your whole playerbase of level 16+'s on your current supply is gonna end with abuse of the trading system. Someone has already tried to sell me 600 clover for 200k. Might also want to think about allowing access to the lower level spells but on some sort of a timer. As many races and guilds just simply do not require the use of full heal spell. So perhaps lvl 25+ can use minor heal 3 times in 30 seconds, 20+ 4 times and so on and so forth. It would cut down on the spam healing and still allow people some form of combat healing. Also I know myself from experience that whilst the melee races caused most of the server lag they were certainly not over-powered because of it, maybe a few guild tweaks are still needed, but will they ever not balancing such a complex addition as guilds. Mages are the new XP makers with the current state of RD's and I shall be power levelling my own I guess from now on. Edit: also just noticed people over level 16 can't use fountains... And that is a bit harsh Just a few thoughts to scramble through Fikolmij Last edited by fikolmij : 02-07-2008 at 08:55 AM. |
#3
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Poor little Pixies, better watch out for poison now.
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#4
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Change ist goot, ja?
Well, it's certainly great to see some changes around here.
Here's some positive things I see about this change: - brings attention to poison spells - brings attention to higher level healing spells - encourage non-healing race/guild combinations - as with all changes, encourages creativity and diversity However, there are also a number of things I do not get at the moment. Namely: Why make the already powerful full-healing builds such as frost giant axemen and monk hydras stand out even more? Shouldn't the cap be based off of hp instead of level? Quote:
Finally, shouldn't one's life magic level have anything to do with all this? What do you guys think?
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Patriarch :'( Last edited by Warcow : 02-07-2008 at 07:44 PM. Reason: more material |
#5
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To be honest, I am all for fixing healing, but this is the wrong way to do it. When you have to disable something for certain players, it's a pretty poor excuse for a solution.
Plus you can still spam heal in certain cases. The problem is players using various kinds of healing at a very high rate. Clearly the solution is to reduce to rate at which they can heal, rather than remove some of the spells they use. I was quite surprised by what Rhialto did here. While it is true I am not really affected by it, I'm still taken aback. The plus side is that I am now a buffet of manliness. Last edited by Logwad : 02-07-2008 at 10:41 PM. |
#6
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I don't like the way they went through with this. Sure, spam healing is a problem. Sure, it needs to be fixed. Like Logwad said, blocking it isn't the way to go.
I use a mage, and occasionally I'm attacked by monsters camping at staircases. I used Major Healing once or twice to replenish my HP, and killed the monsters. No big deal. However, with the way this is set up, I'd have to completely rewrite (and weaken) Silico's build just to be able to regain a few points of health. |
#7
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I've said this a lot in-game and apparently people aren't being kind enough to repeat it so I'll do so myself for your benefit now: Rhialto was made aware that certain people already used full healing to become near immortal. It was discussed and we agreed to wait and do these things in stages rather than making an attempt at balancing things overnight. With the armor bug and monsters being made overpowered to combat spam healers the game would be practically unplayable if we also made an attempt to prevent players from abusing full heal. However it and other problems are being worked on - This is a process that won't and can't happen overnight as this is all a result of problems that have gone unchecked for years. And for those people out there who seem to overreact at anything I say, that does not mean we'll be prolonging this over the course of years - Constant progress is being made with this on a daily basis so be patient.
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#8
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Quote:
You heard him guys, Be Patient.
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Patriarch :'( |
#9
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I heard that healing potions and fountains were going to be made to affect any level again, was this just an annoying rumor?
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#10
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Personally I think the healing nerf isn't a good idea at all. And the point about not lagging the sever...It still crashes so that didn't help did it x.x
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#11
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I honestly think that nerfing healing is way too extreme. I can understand them making it so that you can only use minor/medium/major healing once every two seconds or so but canceling it completely is totally unreasonable.
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#12
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healing nerf
sooo
just wondering what do you people think of the new healing nerfs yes..not spam healing nerf...just healing nerf fair? unfair? stupid? smart? just wondering personally, as a pally its not that big of a deal to full heal now..i untrained 5 life for 5 more lore and i train exactly the same..except i have to buy clovers on my strength pot searches buying clvoers btw <.<
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Achiever 86.67%, Explorer 60.00%, Killer 33.33%, Socializer 20.00% |
#13
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I like it. It makes the game a bit more challenging in a way, now people can no longer charge into monsters and hit their spam heal alias. They have to time their heals, but this affects everyone cept giants and nagas. Not really fair to neft something that greatly affects 1v1 races, and leave the two strongest races untouched. The stronger just got stronger and weak just got weaker.
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#14
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nagas are affected. they lose magic to shift, and not many guilds for them help. the caveman lowers meditation, but if you have enough money, no problem. mage takes away strength and real reason for them. monk does not offer health or magic increase. so they end up being that if they want to live, they have to train a lot of incantation, something hard to do if you need to train in meditation just to shift, and in anything else.
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#15
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hmm
cant really pk much now i need to save clovers for RD and having only 285-310 hp ill be using a clover a second against big hiters and mages think ill just switch over to mage ive wanted to do it for a while anyway gotta raise the money for it now and oh yeah...noir would be a pain to do
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Achiever 86.67%, Explorer 60.00%, Killer 33.33%, Socializer 20.00% |
#16
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Ah personally I think its the stupidest thing ever. Tis my opinion.
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#17
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Well if they did that they'd be seriously weakening mages.
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#18
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I'm a mage and this made me several times stronger, only because it made meleers several times weaker.
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“You put the Devil on the other side, and I will come to fight.” - Royce Gracie |
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