Shiri2005-02-14 20:55:08
Yay. It was someone else's idea for ages ago, I just stole it and did it in dodgy Shiri-new-skills formatting. And twiddled it a bit. Also, Nyla, sure, but only if Furrikin get it too.
Nyla2005-02-14 21:06:20
QUOTE(Shiri @ Feb 14 2005, 03:55 PM)
Yay. It was someone else's idea for ages ago, I just stole it and did it in dodgy Shiri-new-skills formatting. And twiddled it a bit. Also, Nyla, sure, but only if Furrikin get it too.
50298
Sure! Only if they lose 2 str and 3 con, grow wings, and call themselves faeling
Unknown2005-02-14 23:14:02
QUOTE(nyla @ Feb 14 2005, 03:06 PM)
Sure! Only if they lose 2 str and 3 con, grow wings, and call themselves faeling
50313
Oh, and drop the fur. Furry Faelings would look funny.
Shiri2005-02-14 23:16:08
Quiet you two.
Vix2005-02-14 23:31:13
This subject was brought up in one of the earlier replies about succor equilibrium. Let's compare the healing skillset of Lusternia to that of Achaean (priests get this skill). In Achaea, the priest may succor him/herself or someone else -without- using equilibrium. In Lusternia, equilibrium is used. And while I'm on the topic of priests, getting defenses in healing would be nice too like the priests in Achaea can. Heck, why don't we just replace Lusternian healing with Achaean healing (with replaced afflictions) to solve the insomnia/anorexia problem while we're at it.
Nyla2005-02-14 23:45:38
Being able to succor without equilibrium would be awesome. Equilibrium is required but isnt used as it stands now which is awesome. I use one healing ability offensively.
Shiri2005-02-14 23:48:50
Uhhh? Equilibrium is taken AND used as far as succoring goes. *succor me* *succor Tarielenwe* Yes, it is. I just checked it.
Narsrim2005-02-14 23:50:39
It doesn't take eq to succor wounds. It takes eq to succor afflictions.
Nyla2005-02-14 23:51:43
Sorry I meant to heal afflictions as I can heal all my broken body parts in 4 seconds.
Shiri2005-02-14 23:53:24
Ah right.
And 1000 mana, but that's besides the point.
And 1000 mana, but that's besides the point.
Ethelon2005-02-15 05:17:26
I agree that Bedevil needs to be improved some (someone posted that in this topic right?), through testing it's very poor at giving away alot of afflictions and usually ends up being a waste of mana sometimes.
EDIT: Also, why does healing others of afflictions take equilibrium?!?! Is it like that in other IRE realms?
EDIT: Also, why does healing others of afflictions take equilibrium?!?! Is it like that in other IRE realms?
Unknown2005-02-15 05:39:51
I'm sure that Healing could use some improvement or changes, but I'm not too creative, nor do I use healing for combat, so I'll stay out of that part of the discussion. I do, however, have one big issue with Healing and that is how the Farheal ability works. Currently there is something in place for indoors and outdoors farhealing. I would like to see this entirely removed. Farheal is already only useable if you and your target are in the same local area. Currently, if your target is indoors, regardless of where you are (indoors or outdoors) you cannot Farheal/Farcure them. If myself and my patient are in Estelbar, so long as they are outdoors, I can farheal them. If myself and my patient are -anywhere- in Rockholm, I cannot farheal them, even if I'm one room away. Farheal is around Virtuoso, making it a higher level Healing ability. I think the local area restraint is good enough without adding this indoors/outdoors restriction that makes no sense whatsoever.
Ethelon2005-02-15 16:51:01
I'm going to add alot of this stuff in the next Envoy report and hope it gets looked at....so far it's what..
- Fix Farheal so it works both inside and outside instead of being mutliple skills
- Make the HEAL skill better than Puella or Waxxing by increasing it's heal power, have faster equlibrium regain, and/or turn it into something like transmute
- Fix Bedevil so it works like it does in other IRE realms. Also, fix it not curing/transfering certain afflictions, IE. Crotamine, paralysis, broken limbs, health leech, etc
- Make it so Curing others of their afflictions doesn't take equilibrium. With how it is currently, Succor takes equilibrium to check them, then equlibrium to cure them...this makes the skill only good for helping hapless newbies who run into enemy statues/totems.
- Add the rest of the Cures for the afflictions which were forgotten
- Possibly add new defensive skills like Innoculation or Auras
Anything else that can be fixed/changed? It looks like alot, but we all know that most of this will be brushed aside and if lucky, one or two of these will be looked into and fixed/upgraded.
- Fix Farheal so it works both inside and outside instead of being mutliple skills
- Make the HEAL skill better than Puella or Waxxing by increasing it's heal power, have faster equlibrium regain, and/or turn it into something like transmute
- Fix Bedevil so it works like it does in other IRE realms. Also, fix it not curing/transfering certain afflictions, IE. Crotamine, paralysis, broken limbs, health leech, etc
- Make it so Curing others of their afflictions doesn't take equilibrium. With how it is currently, Succor takes equilibrium to check them, then equlibrium to cure them...this makes the skill only good for helping hapless newbies who run into enemy statues/totems.
- Add the rest of the Cures for the afflictions which were forgotten
- Possibly add new defensive skills like Innoculation or Auras
Anything else that can be fixed/changed? It looks like alot, but we all know that most of this will be brushed aside and if lucky, one or two of these will be looked into and fixed/upgraded.
Unknown2005-02-15 16:54:13
The healing skillset in IRE has always been lame, though in Lusternia it is a tad less lame. People with it expect to be immune to afflictions, blah. It should be possible to block bedevil, otherwise using afflictions on them when all the classes with healing have passive affliction giving as well would be pointless, you will never have less afflictions than they do.
Shiri2005-02-15 16:57:18
I think that Bedevil, should the skillset become upgraded, should take power. More efficient, but (EDIT:) MORE power. It's pretty darn good. It's just the REST of the stuff as needs a little changing. I don't even mind if my ability to cure myself isn't that great, but if I get a skillset called healing I blinking well want to be able to heal other people.
Ethelon2005-02-15 18:32:11
A reverse Bedevil would be nice also (like Shiri suggested), help us cure people easier. I'd prefer that over the way succor/cure on others works now.
Unknown2005-02-16 00:11:17
I agree, healing definitely needs upgrades.
Traditionally, being a healer means that your usefulness is less based on what you can do to kill your enemies, but rather on what you can do to assist your allies. Here in Lusternia, being a healer is pointless for team combat, since 1) you have sacrificed a major portion of offensive abilities you could possible use to help kill the target and 2) instead have a skill that is nearly useless mid-fight due to the many limitations it has when it comes to curing others.
That said, I do like healing and being a healer, it has some good features to work with. From a roleplaying perspective I particularly like how a healer doesn't cure specific afflictions but rather is able to treat different kinds of ailments, breaks, melancholic or phlegmatic temperaments, etc. Annoying as that is at times, talking about usability It reminds me alot of how (as far as I know) the these chinese teachings of pressure points (term?) work, where you can stimulate certain parts of the body to help it fight an illness affecting that region. That's also kind of what healing looks like, with the pressing your finger between someone's eyes and all.
In that regard, it makes sense for paralysis to screw up a healer, seeing how it does effectively prevent himself from pressing between his eyes :/ Maybe take away that limitating for a trans or near-trans healer. They do all have their secret tricks and loads of training, after all. I do think that paralysis, seeing as it's one of the single most important and frequent ailments, should be curable by a decent healer.
I had more typed out but I'll spare you the rambling *grin*
I like healing, it needs improvements though. And Bedevil is not overpowered, it eats heaps of mana, horrible lacks precision and doesn't even cover much of the essential stuff. Its bark is more scary than its bite, really. Even if it gets decent powerups and fixes it'll still not be THAT bad. Maybe split it into a minor bedevil that transfers a handfull of ailments at a moderate mana cost and a major bedevil that transfers loads at a moderate power cost?
Traditionally, being a healer means that your usefulness is less based on what you can do to kill your enemies, but rather on what you can do to assist your allies. Here in Lusternia, being a healer is pointless for team combat, since 1) you have sacrificed a major portion of offensive abilities you could possible use to help kill the target and 2) instead have a skill that is nearly useless mid-fight due to the many limitations it has when it comes to curing others.
That said, I do like healing and being a healer, it has some good features to work with. From a roleplaying perspective I particularly like how a healer doesn't cure specific afflictions but rather is able to treat different kinds of ailments, breaks, melancholic or phlegmatic temperaments, etc. Annoying as that is at times, talking about usability It reminds me alot of how (as far as I know) the these chinese teachings of pressure points (term?) work, where you can stimulate certain parts of the body to help it fight an illness affecting that region. That's also kind of what healing looks like, with the pressing your finger between someone's eyes and all.
In that regard, it makes sense for paralysis to screw up a healer, seeing how it does effectively prevent himself from pressing between his eyes :/ Maybe take away that limitating for a trans or near-trans healer. They do all have their secret tricks and loads of training, after all. I do think that paralysis, seeing as it's one of the single most important and frequent ailments, should be curable by a decent healer.
I had more typed out but I'll spare you the rambling *grin*
I like healing, it needs improvements though. And Bedevil is not overpowered, it eats heaps of mana, horrible lacks precision and doesn't even cover much of the essential stuff. Its bark is more scary than its bite, really. Even if it gets decent powerups and fixes it'll still not be THAT bad. Maybe split it into a minor bedevil that transfers a handfull of ailments at a moderate mana cost and a major bedevil that transfers loads at a moderate power cost?
Narsrim2005-02-16 12:31:23
QUOTE(Jello @ Feb 15 2005, 12:54 PM)
The healing skillset in IRE has always been lame, though in Lusternia it is a tad less lame. People with it expect to be immune to afflictions, blah. It should be possible to block bedevil, otherwise using afflictions on them when all the classes with healing have passive affliction giving as well would be pointless, you will never have less afflictions than they do.
51301
Umm, isn't that the point of not being able to afflict but instead heal them? You argument basically boils down to this:
Whereas Healer cannot give afflictions and can only cure them, they should also be weak to afflictions because it isn't fair to classes that can deal them. That's just silly. Healing is supposed to be the ultimate counter to affliction skillsets. That's the only thing it can do... afterall
Summer2005-02-16 13:59:01
Ever thought of using healing offensively besides bedevil? It may not do anything on it's own, but it can help (e.g. remove blind / deaf / insomnia)
Narsrim2005-02-16 14:15:37
QUOTE(Summer @ Feb 16 2005, 09:59 AM)
Ever thought of using healing offensively besides bedevil? It may not do anything on it's own, but it can help (e.g. remove blind / deaf / insomnia)
52086
Umm, it takes eq to cure others so unless your goal is to try and waste faeleaf, this has no chance.