All is good! At least we have carts now!Disentangling the code is also quite difficult and requires many hours of work. Because the underlying code drives so much of Genesis one has to take great care to not break 10 other things when making the changes. And often times it's not immediately obvious where things will come undone. If it were quick and low risk, it would have been done already.
Let's talk about healing...
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- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Re: Let's talk about healing...
Re: Let's talk about healing...
If you nerf, heals lay or not, you would have to buff spell caster shields in some way to make up for some of the defense lost.
There is also timeres for recast you could look into.
you all seem to forget that this is a combat game, and all guild guilds have to work within this constraint.
Utility does not mean out of combat. Lay magic guilds should have the same combat abelites as melee guilds, just given in another way.
Spell casters pay for there utility and diversity with ekstra cost in the form of coins, herbs and mana.
Heals are strong and potent as they directly and viewable effect combat unlike most other skills defensive skills,
like dodge, parry, shield and stuff like that.
There is also timeres for recast you could look into.
you all seem to forget that this is a combat game, and all guild guilds have to work within this constraint.
Utility does not mean out of combat. Lay magic guilds should have the same combat abelites as melee guilds, just given in another way.
Spell casters pay for there utility and diversity with ekstra cost in the form of coins, herbs and mana.
Heals are strong and potent as they directly and viewable effect combat unlike most other skills defensive skills,
like dodge, parry, shield and stuff like that.
Re: Let's talk about healing...
WoHS have no healing at all and the worst defensive skills of all caster guilds yet they're doing fine. I think people are being over-dramatic here.Celemir wrote: ↑14 Oct 2024 16:11If you nerf, heals lay or not, you would have to buff spell caster shields in some way to make up for some of the defense lost.
There is also timeres for recast you could look into.
you all seem to forget that this is a combat game, and all guild guilds have to work within this constraint.
Utility does not mean out of combat. Lay magic guilds should have the same combat abelites as melee guilds, just given in another way.
Spell casters pay for there utility and diversity with ekstra cost in the form of coins, herbs and mana.
Heals are strong and potent as they directly and viewable effect combat unlike most other skills defensive skills,
like dodge, parry, shield and stuff like that.
Re: Let's talk about healing...
WoHS have a lot of defensive spells they can use, and they can gain access to a lay heal guild if they desire to do so. but that was really not the point.Morglum wrote: ↑14 Oct 2024 17:30WoHS have no healing at all and the worst defensive skills of all caster guilds yet they're doing fine. I think people are being over-dramatic here.Celemir wrote: ↑14 Oct 2024 16:11If you nerf, heals lay or not, you would have to buff spell caster shields in some way to make up for some of the defense lost.
There is also timeres for recast you could look into.
you all seem to forget that this is a combat game, and all guild guilds have to work within this constraint.
Utility does not mean out of combat. Lay magic guilds should have the same combat abelites as melee guilds, just given in another way.
Spell casters pay for there utility and diversity with ekstra cost in the form of coins, herbs and mana.
Heals are strong and potent as they directly and viewable effect combat unlike most other skills defensive skills,
like dodge, parry, shield and stuff like that.
Re: Let's talk about healing...
Celemir: You're thinking of SoHM now, WoHS is occupational + layman.
Re: Let's talk about healing...
Ahh yes indeed you are correct, but they still have lot of defensive spells none the less?
I presume they do not loose the ones from the school.
Passive dammage avoidance, skills spells what not, can be as good as active migration spells like heals, but they do not serve as an oh shit button. They both have merit i think.
Re: Let's talk about healing...
Damage mitigation and evasion do provide a boost to your effective hit points but not on a level that layman guild heals do (which provide pretty much infinite hit points). You also have to take into account the fact that WoHS must use those defensive tools to compensate for their abysmal core defensive skills. So, WoHS with their defensive spells up have tanking capabilities similar to Merc with no layman guild pretty much. I assume they can probably go overboard with defensive stuff at the expense of not being able to do much damage but that's most likely counter-productive outside of a team setting.
Edit: Now that I think of it, is WoHS the only guild in the game that doesn't get access to any healing? Each other caster guild has some and guilds that don't occupy occ + lay slots can always pick up a healing layman.
Edit: Now that I think of it, is WoHS the only guild in the game that doesn't get access to any healing? Each other caster guild has some and guilds that don't occupy occ + lay slots can always pick up a healing layman.
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Re: Let's talk about healing...
MM is known for not having a heal, dunno if that's still true
WOOH LETS GO!!!!!
Re: Let's talk about healing...
MM is probably in the worst position regarding this issue atm, with a single healthbar that can take about 20+ minutes of recovery due to being locked to 1x health regeneration (undeads). Unless you have some serious health/size/gear/imbues, a mm risk spending most of his/her time only recovering hitpoints, and not playing the game.qwertheangmarim wrote: ↑16 Oct 2024 19:18MM is known for not having a heal, dunno if that's still true
My former MM alt spent about 70% of his time recovering hitpoints after killing only a handful of npcs at a slower pace than regular melee could. For every hour playing, 40 minutes of those was sitting and waiting for hitpoints.
The penalized xpgain per 10 hours playing was in the order of 10000%, and at 20 hours, far far worse. No undead benefits can counter that level of unplayability.
Luckily, we will try to make MM playable again, even for smaller members, some time in the (distant?) future.
Cheers!
Re: Let's talk about healing...
Tell that to the Calians
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/