Jedi Archive

Thread: Focus Thread Force Healer

twiafu
Fri Jul 15, 2005 3:09 pm
#14






zRhyno wrote:
Master Healers dedicate ourselves to healing with the force. This should at least be on par with traditional means of healing (Docs/CMs), yet right now were no where near them. Grinded out approximately 93% more xp than Docs/CMs do, and yet we arent viable at all. We have to deal with force costs, action costs, mind costs, cooldown, and warmup timers. Together, this is devestating on a healer. I can no longer heal others, my timers are so long all my heals can only go to me now.

Rez: Many Docs/CMs violently refute that Master healers should have rezing. Yet i ask, why not? At this point in the game, cybernetic arms allow *anyone* to rez now, it is no longer a special skill for only 2 classes. All 30+ classes can now rez, so why shouldnt a Master healer be able to do the same as Docs/CMs? Reviving a player should most definently go in Healer, and would fit well in the master box.

Buffing: I dont necessarily agree with buffing abilities for healers, but thats just my opinion. Buffing should still as always be reserved to Doc, although from an RP sense it could make sense as a Master healer could use the force to enhance someone.

AOE Healing: This should also be placed into the Healer profession, yet it, like total heal, needs to have a somewhat acceptable forcecost. Put the forcecost to high, and itll be about as useless as total heal is now, where healing shouldnt completely drain you have 10 heals.

Total Heal: This needs to be looked at more. The forcecost is too high, period. you get 6-7 Total heals off and your completely out of force. Theres no viable way to use this other than to heal someones BF, which will soon be gone anyways.




This sums up my feelings quite well.



____Pub XXI___________________________

LAST JEDI HEALER

-------------------------------Ford Prefect----------------

aose
Fri Jul 15, 2005 3:17 pm
#15

total heal - force cost and mind cost need ot ne lowered to make this skill usful


Force sap - since we are being made to be equal to the elite professions this neds to be on par with CM version of this skill


healer buffs - I do not believe healers should be able to buff like doctors.. Leave that to them. Maybe self buffs.. indifferent on this.


rez ability - I believe master healers should have this ability


heal states - this skill should heal all states including the new states or make an advanced version in the master box.


Area heals - This skill should be put in the 0400 line to make this line usful


NeoEcks
Fri Jul 15, 2005 3:18 pm
#16

it seems to me that one of the problems that exists with all of the skills in Jedi is the fact that they don't REALLY seem to be looked at individually the way other professons are. let me elaborate a bit, hopefully without getting too verbose.


the Jedi professon trees seem to always be looked at in relation to the OTHER Jedi professions. this is not inherrently a bad thing, in fact it should help to make the Jedi profession as a whole better, but it has been working against the profession as a whole instead.


i find it hard to believe that when the healing increase for CM, Doc, and Medic someone said... "yes, but if we give that power to a pistoleer, it will become unbalaced"


however, when it comes to Jedi the immidiate responce always seems to be "yes but if you give that power to a Light Saber Master, or Master Defender, it will be completely unbalanced...so we need to reduce this, or take away that"


again i understand that some checks and balances need to be in place, but it would be nice to STOP chipping away at each individual professon because of the perception of Jedi as a whole.


that having been said, i think the analogy of Master Healer being something like Master Combat Medic was an excelent one.






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da-bro
Fri Jul 15, 2005 3:27 pm
#17

Defender, Lightsaber and Wielder all have modifiers that enhance the skills within the discipline. This is why healing was nerfed (as 4000 was all you needed) and is also why Master Healer is so horrible.

EVERY skill within a given profession should be affected by modifiers within that profession. This is one of the key things to making a master of that profession better than a dabbler.

Healer and Enhancer need modifiers throughout the disciplines.



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Ciscero
Fri Jul 15, 2005 3:33 pm
#18




I am a Master Healer. My purpose as a Master to Healer is the support of others on the battle field.


My greatest fear is the Force Healer being turned into a overcharged CM/Doctor. All three professions need something that makes them unique. Giving Jedi Healers Buffing Abilities, AoE Healing, and Revive Abilitestakes a great deal away fromDoctor and Combat Medicprofessions. I see the Force Healer as a superior one on one healer on the battle field and that is it.



Things I would like to see:


1. Heal timers need to be lowered to allow us to heal our groups, or we need additional healing abilities placed in thevarious healing tree lines on seperate timers. This would give folks a reason to take the x4x4 lines, which are currently worthless to spend points on. Doc/CM have 3 different abilities to heal on seperate timers. An additional healing skill could be placed in the Master Box as well.


2. Mind cost needs to be reduced or removed. We are all ready limited by our force pool and an prolonged cool down timers.


3. An Advanced Infusion placed into the Master Box.


4. More wounds being done to make the x4xx line worth something. (but Doc's would need some love and get increased wound healing ability as well)


5. Force Sap timer and strength needs to be on par with the CMs. For the xp cost to get it should be better than CMIMHO.


6. Improve the effectiveness of all States, making the xxx4 line worth having again.


7. Heal All States should heal ALL states and not just three. (Intimdate, Stun, Dizzy) Possibly just have a heal states skill and each level grants additional states to be removed. (see #8)


8. Roots, Snares, Mez's should be considered a form of States. xxx4 could look like:

xxx1 Ability to Heal Bleeding

xxx2 Ability to Heal Bleeding, Poison, Disease

xxx3 Ability to Heal Bleeding, Poison, Disease, Dizzy, Stun, Intimidate

xxx4 Ability to Heal Bleeding, Poison, Disease, Dizzy, Stun, Intimidate, Roots, Snares

Master Ability to heal ALL states including Mez and Force Choke


9. If a state is removed by a heal the character should be immune to having the same state being applied immediately. I timer like the one placed on knock down would be great. Currently there is no reason to heal a state that gets instantly reapplied.


9. The ability to replenish Action and Mind bars. This ability to could be placed in the x4xx line, and have various levels.


10. Total Heal cost needs to lowered, orneeds to Heal EVERY THING including Action. Mind, Roots, Snares, and Mezs.


11.NO ability to Revive. Leave that to the doctors!!!


12. NO BUFFING!!! LEAVE THAT TO THE DOCTORS!!!


13. Master Force Healers should not have to use stimpacks!!!


14. NO area heals. Make Healers pay attention to what is going on during a battle, and with their team mates. Most other characters already have some kind of healing/infusionmacros going. Last thing we need is another person adding to their healing withoutlittle or noeffort.


BTW: MsNiL has put up some really good numbers to justify why Healers are not viable and they should be shown to the Devs.


Message Edited by Ciscero on 07-16-2005 07:47 AM




Ciscero
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LairdJimmy
Fri Jul 15, 2005 3:34 pm
#19




The single biggest problem with Master Healer is that it frankly just isn't worth it.


As far as altering the timer on heals the major problem with jedi healing is vs non-jedi. In my experience the timer does not need to be reduced, non-jedi healing does need a major reassessment and master healing needs to gain some special abilities that actually help them to leverage their healing.


A master healer makes major sacrifices either in the area of defenses or offensive abilities. I personally do not think it would be overpowering to give them a few special abilities:



  • An "envigoration" type skill that allows them to heal their action pools at a fairly significant force cost. It could either heal the whole action pool for a very high force cost or a smaller portion of their action for a smaller cost.



  • A "rejuvination" type skill that allows someability to heal their mind pool. This should be accompanied bya very high force cost, it should bea tool that allows the jedi toprop themselves up andkeep healing enough to escape. Itshould be thought of as an emergency skill much like avoid incap, allowing them to keep healing while finding a method of escape.



  • A line of healer could also contain buff like abilities similar to those found in the Doc trees. A health, action, and mind force enhancement buff that the jedi could apply to themselves to give themselves a bit more of a boost in combat. This is somewhat comparableto enhancer's disease, poison, bleed, state resist buffs.



  • Total heal needs to be re-examined for force costs.

These abilities wouldnot beparticularly overpowering because the master healer jedi is sacrificing defenses(other than healing itself)or offensive abilities and therefore needs to gain the ability to excelin their areas. Other good ideas could include a rez ability.






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aose
Fri Jul 15, 2005 3:37 pm
#20

no the timers are not fine.. a master healer should not have the same heal timer or mind costas a 4000 healer
Sirisandir
Fri Jul 15, 2005 3:40 pm
#21


MHealer should have:

A rez ability, 4 second heals, total heal should be half of what it is now, an area heal, and maybe a buff self / other ability.



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Mattiak
Fri Jul 15, 2005 3:40 pm
#22



I think all the cost and timers on everything is great at low lvl, but a reduction should be added for seriouse healers

all 4'th tier boxes should get about a 4% reduction each in mind costand timers delay, master healer should get a 20% reduciton in both. that way at master healer you have a total of 40% reduction in time and mind cost


This is jsut the ability to heal dmg, a master force healer should be able to heal people without barely a thought about it, it should be quick and easy,this won't unbalancegameplay because youare still burning thru the same force per healso if you have to heal that fastyou'll be out of force and dead in no time.



1. Definitally need to havethe ability to Rezat master, like a 1000 force cost skill.


2. Area versions need to be made available for all healing skills and cure state skills, id say at 3x the cost of the base version,i'd sayonly getting them at master healer, maybea fewat 4'th tier. Area versionsshould not get the reduced mind cost and heal timers.


3. I could see regen and health buffs being added to this proffession as well, maybe a 10%total health and health regen bonus skill at some 4'th tier box, bumping it up to 20% at master



I think these changes would lead to muchmore of a diversity in templates


as a side note


To balance these new skillls with powers you could take awaywarmup counterson powers and make the area effect stuff more powerful, with a forceweaken at similar boxes with the same number -10% total health and healthh regen for the same time as the heal one works at -20% at master, lightning area dmg peaking at the same dmg that a healer area heal peaks at.

and definitally add root to the choke skill.


MTG

Message Edited by Mattiak on 07-15-2005 03:42 PM

Message Edited by Mattiak on 07-15-2005 03:52 PM

Neutrinoide
Fri Jul 15, 2005 3:43 pm
#23



Herea crazy idea,


Why notremove the healer class and try to add a different Jedi gameplay mecanic.


Instead of adding a JediHealingprofessionwhich is a more or lessa Doctor. Why not addskills treelike Saber range Block, Melee Saber block , Friendly ProtectionSaber Block, State defence Block, Friendly State defence move and Master BOX.


-------------(Don't givehealing power at all. just giveJedi some time to regenerate)-------------------


SaberDefender



  • Range/Melee SaberBlock 1and Advanced SaberBlock: While you use that technique you can't attack or use other power but you blocka good %(75 to 85)Melee/Range thrown at you andyour health bar slowly heal itself. (advanced version take less action or mind while using it or maybe the health willregenerate faster.)

  • Range/Melee Friend SaberBlock 1and Advanced Friend SaberBlock: Same as last special action but you give the same protection to your selected team member.

  • Stun/dizzy/KDSaber block: Protect you or a team member from Stun/Dizzy/KD.

  • Range SaberDeflect: Once you master this discipline, a good % of none kinetic damage is send back to the ennemy.

It need some tweeking with other powers.But that wayI think it willbe an interesting gameplay where Jedi have to know when to Block or attack to win the fights. While you are Root, it can be a good defence move.


1)It will make the Doc and Cm worth playing. If you wantsome healing power, takea ForceX /Master Doctor profession. But i don't mind somebasic healing power given to initiate maybe. (To help between fight).


2)We will able to see Jedi actuallyblocking range attack.


3) It Will add more teamplay: You protect the healer or rifleman. (The Cu is more group oriented anyway)


4)Put more variety in the game and Jedi template.

Message Edited by Neutrinoide on 07-15-2005 06:00 PM




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aose
Fri Jul 15, 2005 3:45 pm
#24

ummm.. no, I like being a master healer.. it just needs to be fixed not removed altogether
Kiodo
Fri Jul 15, 2005 3:47 pm
#25

few things that would be beneficial as a master healer.


area heals, force rez, area infusion, modifiers through out the entire profession lowering the action / mind costs as well as heal delay with master being the best overall healer. increasing the effect of Sap back to how it was before publish 19.


maybe evenmaking the force assist line similar to the rejuvenation line with a basic area heal at x2xx (500 area heal), an improved heal at x4xx (1000 area heal), and an advanced heal at master (1500 area heal).




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Zampy
Fri Jul 15, 2005 4:01 pm
#26

I've mentioned before, make healing reliant on the number of boxes invested in healer, much like the strength of powers is. a 4000 healer should not be very proficient in healing, as a 4000 powers isn't the best at frying things with lightning. Maybe a double tree in healer would give 1500 heals, with 4000 only giving 1000. At master healer, the regular heal would be
around 2000, maybe 2500 heals, and total heal still being a seperate skill possibly.


The cooldown timer on healing should also be reduced as you progress up the healing tree. As it is now, it is a 6 second timer for advanced heal. Each box should reduce the timer by .15 seconds or so, giving that at 4000 healer the timer is 5.4, double tree of 4.8, and the master box reducing the timer by half a second for a timer of 3.1 seconds.


Mind costs on healing are also costly for master healers, with total heal costing 14% mind. With only 4000 healing, the mind costs should be reversed so that advanced heal costs 14%, also being reduced to be more efficient as you climb the healing trees to the point where master only costs 5% mind or so.


As for sap, it needs to be stronger than it is now. 30% action reduction for 45 seconds isn't nearly long especially, especially when thyroid rupture for combat medics is so much more effective. I wouldn't say make it 5 minutes like it was before, but it should be two minutes at least, or else it's just another pretty box next to your opponent's name.


I do not know if we really need an area heal perse, and a revive other would be nice but not necessary. The main things right now are merely reducing mind cost for master healers and cooldown timers.




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