Jedi Archive

Thread: Critical Changes Needed: Force Healing Revamp

gailon24
Thu Jun 30, 2005 8:44 am
#1















Here's my take on things...I just gave up and decided to make a new thread for this. There's a lot of Numbers that I haven't included, like possible heal strengths, and failure % and all the jazz that goes into the healing professions, but I wanted to put down some Concepts. Maybe I'll follow up with some numbers.



Jedi Healer needs a complete revamp

Here are improvements that in my opinion MUST be made to the Jedi Healing Tree to REBALANCE it with EVERY other healing profession:

1) Spread the following mods throughout the entire Healing tree:
-Speed
-Efficiency (this would REDUCE mind/force/action cost)
-Heal strength


Example:


Each box of healer might have mods for either healing yourself, or healing others


At novice healer, you get "forceheal" and "areaforceheal"


4000 would give you + large mods to healing YOURSELF, by speed, efficiency, and strength, as well as the improved/advanced heals, and maybe a little +mods to healing others

0040 would give you +mods to healing OTHERS, by speed, efficiency, and strength, as well as the improved/advanced areaheals, and maybe a little +mods to healing yourself

0400 and 0004 would give you a few +mods to both, maybe with one tree emphasizing different ones

Master would obviously get large bonuses to all


Think of it how melee and ranged defense are spread out through defender. This would also help distinguish a MH for group healing and a jedi with just 4000 taking over a doc's role

2) Make the Force Sensitive skill line apply to speed/efficiency

3) Address skills not included in even basic healing branches of Medic. Here's a list of skills that normal medical professions get but even a Master Force Healer does not:

-Area Heal (Probably needing a branch for different levels)
-Revive Player (a master skill)
-Drag
-Diagnose
-Buffs: (A few MH i've talked to say these should be self-applicableonly, haven't decided for myself yet)
-Action Buffs
-Mind Buffs
-Health Buffs
-Health Regen Buffs
-These could have a low 5% version and a master 10% version as recommended by Novock
-Speed Debuffs

Here's a list of other Jedi Related or Jedi only skills that could be improved for the Healer profession:
-Force Regen Buffs
-Total Force Pool Buffs
-Advanced force infusion for master box, ticking 300-400
-Total Heal working on more of CU states (Root/snare/paralyze probably unlikely, but i'd like to see Armorbreak added!)
-Healer Concentration (as thought by Novock) Temporary Healing Buff increasing speed and efficiency at cost of damage output (like Force Run)
-Area infusions


Not to mention Docs/CMs get:
-Melee defense
-Ranged defense
-Armor Certs

4) Some thoughts and justifications:

I'm not necessarily saying a Jedi should heal BETTER than a master doc or Master CM, but even a Master Healer heals WORSE, costs THREE pools to do it, and here's the kicker, they don't get any of the skills listed above!

You all know the difference in XP required for jedi so i won't go there.

The CU is all about balance. Here's what an "improve by the box" system would accomplish:

-It would leave the 4000 in healing super jedi insta-healer removed. You wouldn't get the same heals with a spread out by box system. If maybe a 4000 healer or a 4004 could heal for 1500 on a six second delay...then maybe each additional healer box gives you more strength and less cooldown. The 1500 heal on a 6 second timer seems almost appropriate (combined with stims) for a 4000 healer soley healing himself/herself and thus a good starting point for the basis for the system.

-It would balance Jedi abilities with a Master Doc/Master CM. By adding skills listed above, there would be more balance between healing professions. Also, Docs/CM's wouldnt' worry about EVERY jedi outhealing them, just maybe when you get to three branches in Jedi Healing we start to out heal. I'd settle for even only Master Healers outhealing or at least EQUALLING Docs/CM's if we also had the Doc/CM abilities listed above.


Summed up:
A Master Healer should at least be able to equal a Doc/CM in: abilities, heal time,HAM/Force cost, and heal strengthto SUPPORT his or her group.


Conceptually, MH=MDoc>>4000 Healer

Anyway that's my work in progress. I'll refine it more, but expect to see something like it in every thread I reply to. Not to spam, but because threads get lost HOURLY on these forums.





Message Edited by gailon24 on 06-30-200501:57 PM Edited in an example for + mods Message Edited by gailon24 on 06-30-200502:45 PM Edit for some spelling *oops* and delete some edit lines; Added in some "Buffs" thoughts

Message Edited by gailon24 on 06-30-2005 08:46 PM



Gailon Miles - Master Healer Extraordinaire - Wanderer
Cyban Miles - Friendly Neighborhood Squad Leader Ranger - OpF

Burried 12/7/2005 - Murdered by the NGE, the Scythe of SOE


the-real-slammer
Thu Jun 30, 2005 8:47 am
#2

those seem like good options for them to change i think they are needed changes as master healer is basically pointless to take now because of the mind cost on the heals which is worse than the mind cost for doc heals



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tej434
Thu Jun 30, 2005 8:56 am
#3

/bump great post Gail



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
iskareot
Thu Jun 30, 2005 9:02 am
#4

I dropped it, with BF leaving the game and the fact having 0 Defenses and now getting a nerf.. it was pointless to keep.


back to 4404 H for me...



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In the context of new development methods adopted within the past year by the studio responsible for Star Wars Galaxies, which a year ago saw several drastic changes to the game-world's overall experience, SOE's John Blakely and Todd Fiala issued a warning: "Don't make our mistakes."
tej434
Thu Jun 30, 2005 9:16 am
#5






iskareot wrote:

I dropped it, with BF leaving the game and the fact having 0 Defenses and now getting a nerf.. it was pointless to keep.


back to 4404 H for me...





/agree That's why a post like this needs to be kept at the top



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
tej434
Thu Jun 30, 2005 10:07 am
#6

/discuss



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Arestal
Thu Jun 30, 2005 10:08 am
#7

Healer needs to compare with other professions in the same role.



Rez-Other, Buffs and an alternate heal.


gailon24
Thu Jun 30, 2005 10:12 am
#8

Wow a few hours away at work and it's at the front page! Thanks Enaw, thanks guys!


The Powers trees also have their skills spread out through boxes, why not healing now that the insta heal has been reduced?





Gailon Miles - Master Healer Extraordinaire - Wanderer
Cyban Miles - Friendly Neighborhood Squad Leader Ranger - OpF

Burried 12/7/2005 - Murdered by the NGE, the Scythe of SOE


tej434
Thu Jun 30, 2005 10:14 am
#9






gailon24 wrote:

Wow a few hours away at work and it's at the front page! Thanks Enaw, thanks guys!


The Powers trees also have their skills spread out through boxes, why not healing now that the insta heal has been reduced?







Lol, I'm working for ya man



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
aose
Thu Jun 30, 2005 10:16 am
#10

I fully agree, these changes would work well for a master healer.. I have been a master healer pre cu and still am. Pub 19 is a big slap in the face for this profession
Novock
Thu Jun 30, 2005 10:17 am
#11


Here's the additions/changes I would make:


1. Inner strength - Restoration 4 -Tempoarary Buff 5% to health regn, action regen and mind regen

Imprved Innner Strength - Master Healer - Temporary Buff 10% to action regen, mind regen and health regen

2. Healer Concentration - Temporary buff increasing heal speed and efficinecy (mind/action cost) by %50 at the cost of dmg output reduction reduction (similiar to how valor works) - Standard version in Assist 4 - Improved at Master

3. Total Heal - needs base Force reduction and needs to heal all states includin snare, root paralyze etc-- hence the idea of total heal

4. Revive player - I think we should be able to do this maybe make it a very high force cost, or maybe the ability to only rez Jedi characters.

5. All disciplines should have a 25 ranged/melee defense mod in the master block. this is only on Par with standard proffession.

6. Add Advanced Force Infusion to Master Healer at a 300-400 tick.


** These would be self applied only. The ability to buff others should be a doc ability**



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

tej434
Thu Jun 30, 2005 10:19 am
#12

What about the idea of force buffs? Like max force and force regen?



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
aose
Thu Jun 30, 2005 10:19 am
#13

healer doesnt need a damage reduction since we get pounded with dam.. That part I dont agree with
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