Jedi Archive
Thread: Critical Changes Needed: Force Healing Revamp
I have been watching as you edit your main post. I notice you have all the buffs listed however i really think when it comes to buffs they should self applied only. i really don't think we should be in the business of buffing others that belongs to doctors.
One thing that truly needs to be addressed is whather healer is suppose to be a true Healing proffession or a utility proffession. if the role of buffs and rezes do not belong to us in the vision of SOE and instead solely belong to CM and Doctor respectfully then healer must then become more of a utility/healer discipline. thsi opens up new opportunities and many new skills could be added. if anyone would be interested in following such a path of thought I have a few ideas I would post.
I personally think we shouldn't mirror doctors or CMs but should be a healing proffession with some utility. here's a reworking of the skills I mentioned earlier in this thread:
1. Inner Strength - A temporary buff allowing a Jedi to shrug off pain for short time resulting in a 20% dmg reduction
Since the system stacks on a method of diminishing returns this ability would stack with innate armor and/or force armor howeverthe total cannot surpass 10000 which means total mitigation cannot surpass 60% (in the same fashion innate and force armor stack now)
force cost and duration would be comparable with force aura
Master healer skill
*** Special note*** I understand that argument you want defenses go defender but without a single "defensive" proffession a master doc has 50 melee/range defense and is certed for battle armor. This small defensive boost would go along way for Master healers who do not have defender in giving a little defensive boost allowing the burden of the heal changes to be lessened. At the same time balance is kept as a Master Defender would gain only a marginal benefit from truning this ability on. Example a Master healer with no defender turns it on and recieves 20% reduction a Master defender because of the limits of the system would recieve an additional 7% instead of 20% as he would cap at 60% thus keeping the balance.
2.Healer Stance - this would be the utlimate support move for the master Healer. Increasing heal speed to 3 seconds and droping mind costs to 2-5%. Whileactivated the offensive power output would be the same as a player in FRS3. this makes it valuable in healing the group (support)and not allow it to be overpowering by eliminating the offensive threat from this player whil activated. Kepp in mind this is only returning the heal function at master to what was pre- pub 19 and for sake of blanace giving up offense during its use.
3. Area heal - I think a basic version maybe 250 at assist one and 500 at assist 4. put it on a seperate timers then force heal allowing forceheal stil to be used on others. This gives the healer the ability to choose his place and role in combat. Not having to choose between healing self and a friend or the ability to put all his/her efforts into support healing.
4. Force Resurrection - Master Healer high force cost. can only be used on a jedi character as the healer is able through the force to reconnect Jedi with his body. Same warm up coll down timers as standard docs/cms. High force cost. (the Idea is to give healers more functionability without sacrifincg the usefullness of a doc.)
5. Healer Meditation - This would be a new meditate. The healer meditates on the force gaining through force the ability to boost his/her attributes (health/action regen/mindregen)5% at restoration 4 10% at Master. requires uninterrupted meditation for 10 seconds to recieve the buff.
Message Edited by Novock on 06-30-2005 07:44 PM
Message Edited by Novock on 06-30-2005 07:46 PM
Novock wrote:
gailon24 wrote:
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
No offense but I hate seeing posts like this. Not because it's a bad idea, but because you took all that time to write something up that will never even be considered by they Devs.
In my opinion this topic should probably be on the first page.
a.k.a. /bump
I support this idea. Especially for the part that making 4xxx line only self heals.
I guess it should be the time master healers get some love also.
Message Edited by Airflare21 on 06-30-2005 01:38 PM
Ciscero wrote:
As a Master Healer I would like to see:
No timer or mind coston heals, we are already limited by our force bar, or if you keep timers put all heals on seperate timers and give each box healer box a heal speed modifier.
No, can't see ALL action/mind cost being removed, reduced at healer, but not removed completely.
No BUFFING. I would play my doctor character if I wanted to buff people.
These would be self applied buffs that go OVER your doctor buffs, and could include buffing force max, and force regen
States applied should be more effective in combat, making the states line worth something.
/agree
Total Heal same cost as Force Heal, that just heals everything including roots, snares, mezzes etc.
No, TotalHeal, if working the way it SHOULD healing everything such as roots/snares/mezzes MUST take more force I don't see how it couldn't.
The ability to heal/refill action and mind bars.
No, just won't happen.
When a state is healedthe healed personshould be protect against applicationof that state fora period of time. Similiar to knock down. Once you are knocked down you can not be for 30 secs. Far too often states are healed only to have the state immediately re-applied.
That I can agree with.
No Revive. Leave that to the doctors.
Disagree, EVERY elitie healing profession has a rez now. If combat medic has a rez, master healer certaintly could. I would even extend the range on it, give you a force drag or something as well. I also wouldn't mind seeing regain conciousness moved to the master healer box. It just seems more of a healer technique than an enhancer.