Jedi Archive
Thread: Mandatory Healing in ANY template post CU: Total Poodoo
Message Edited by Ludo4Real on 10-03-2005 12:01 AM
da-bro wrote:
I feel the same about healing. I don't think any skills should be required. The fixes for this are to either reduce healing effectiveness by 50% when used on yourself, or to simply not allow healing of yourself with anything other than instant stim packs.
Sure I would be down for that, as long as I can use stims the same way I did before the CU
ZagaSabin wrote:
da-bro wrote:
I feel the same about healing. I don't think any skills should be required. The fixes for this are to either reduce healing effectiveness by 50% when used on yourself, or to simply not allow healing of yourself with anything other than instant stim packs.
Sure I would be down for that, as long as I can use stims the same way I did before the CU
That would make the group healer role redundant.
KammaRocca wrote:
So what you're basically saying here is take away self healing from everybody except Jedi?
hes basically saying to take away the ability of healing others from jedi (except master healer).
P.S.: When you break it down to the basic message you need to watch out that you dont omit something thats important.
KammaRocca wrote:
So what you're basically saying here is take away self healing from everybody except Jedi?
seems that way
id like to see thoughness and the ability to soak damage comeback, it gets boring as hell to fight when its : armor break, KD, leghit, heal, bodyhit, headhit, heal, saberhit, armor break, heal.
I prefered pre cu where you didnt have to heal every 4 - 6 seconds. now 1 hit takes away 1/3 of your health at times. what the devs forgot is : Pre cu you got hit in health, action and mind, and the most powerful attacks were random hits, so you took maybe 600 damage to health, 400 damage action, 150 damage mind, now we get hit 2 x as hard and only to one bar so you end up taking 6 times more damage.
chaosSgt wrote:
defender with food buffs, no healer. for moderate dmg situations, ruby biel and stims, spiced tea, blob, kenalli, etc, For pvp go for bigger food buffs/ shorter term & Pixie. AI when the going gets tough, run off (FR2 or burst run or parwan cake) then stim when out of melee range (FR1 often isnt enuf to escape while AI snared)
let me know once you fight someone decent.
Healers have always been balanced by having crappy damage output. They can heal great, they have great survival spells, their armor and defense is great, but they cant deal damage. No area damage at all and light damage against single targets.
In theese games, Healers are Healers. You must specialize in the art of healing to be able to do it. You must invest all experience you earn towards that, so you cant be fighter on the side, and you will not have alot of hitpoints. If you want to deal damage, you just need a friend who do it for you that you can keep healed since she is unlikely to be able to heal herself.
In SWG you can purchase almost the besthealing availablefor 28 skillpoints (4000 Healer) or 63 skillpoints (4000 Doctor). It's so cheap that you can purchase excellent healing together with a maxed-out tank maxed-out damage dealer.
If the roles where to be reversed...
Imagine you had to have Master Doctor or Master Healer to have any decent healing capability at all... However, you can get 250 accuracy 120 speed, a maxed out weapon, together with all the strongest attacks, with just one skillline of lightsaber, while master lightsaber just have some crap that you do not need.