Jedi Archive

Thread: Force Healer ideas

Neomonk
Wed Nov 02, 2005 8:01 am
#1

My friend and I were throwing around some ideas for Healer. We thought it would be cool to allow a Jedi Healer to heal action and mind. It would work something like this....



Healers get two new specials. Heal Action and Heal Mind. These specials can be used on yourself or others.


Heal Action - Healing your action or anothers will cost Mind and Force. The move will have a base Force cost. The catch is that to heal 10% action, you use 15% of your mind (or something like that).


Heal Mind - Healing your mind is just like healing your action. You pay a base Force cost. To heal 10% mind, you use 20% action.



We felt that something like this would give healers a better supportive role in combat. They could sit back and feed action to the attackers in the battle, or could feed mind to the doctors/cm's that need it. This would give make Healers a welcomed addition to any group. They could help prolong the epic battles that we tend to get ourselves into.


I think this would also be balanced because it costs the healer more to heal the opposite pool, kind of like Transfer Force.



Well, thats my idea for now. Feedback is always welcomed. Thank you for your time.



__________________________________________________________
Knomoen Neomonk - Jedi Padawan Cancelled
Pnomoen - Bounty Hunter / Carbineer Cancelled
Gnomoen - Armorsmith / Architect Cancelled
Nomoen - Master Brawler / Teras Kasi Master Cancelled
VaainEldritch
Wed Nov 02, 2005 9:56 am
#2






Neomonk wrote:

My friend and I were throwing around some ideas for Healer. We thought it would be cool to allow a Jedi Healer to heal action and mind. It would work something like this....



Healers get two new specials. Heal Action and Heal Mind. These specials can be used on yourself or others.


Heal Action - Healing your action or anothers will cost Mind and Force. The move will have a base Force cost. The catch is that to heal 10% action, you use 15% of your mind (or something like that).


Heal Mind - Healing your mind is just like healing your action. You pay a base Force cost. To heal 10% mind, you use 20% action.



We felt that something like this would give healers a better supportive role in combat. They could sit back and feed action to the attackers in the battle, or could feed mind to the doctors/cm's that need it. This would give make Healers a welcomed addition to any group. They could help prolong the epic battles that we tend to get ourselves into.


I think this would also be balanced because it costs the healer more to heal the opposite pool, kind of like Transfer Force.



Well, thats my idea for now. Feedback is always welcomed. Thank you for your time.





That's a nice idea! It would add an interesting dynamic to group combat - although I feel the costs of such abilities should be such that they can be used effectively in support of group actions, but when used on yourself would be prohibitive, thus preventing such skills becoming yet another requirement for templates designed around 1v1 PvP.



Va'ain

Urban Dictionary definition of SMED:

"to interfere with one's gaming enjoyment: To drastically alter an item which is enjoyed by thousands."

TO pull a smed. Jeez, those dev's pulled a smed on swg big time

Epak
Wed Nov 02, 2005 11:13 am
#3

anything would help master healers...

4xxx healer: predominant single tree
x4xx healer: convenient, but hardly pivotal during of combat
xx4x healer: nice offensive touch in pvp, but not very useful at all in pve
xxx4 healer: not very important as the states it does remove don't really determine the outcome of 99% of the fights (this used to basically be mandatory for pvp, pre-cu)
master: total heal is all ya get... not mods to any of the skills or abilities below. just one single skill that most people can match with 1 force heal, infusion and a stim




kotea/wave

Neomonk
Wed Nov 02, 2005 12:33 pm
#4






VaainEldritch wrote:





Neomonk wrote:

My friend and I were throwing around some ideas for Healer. We thought it would be cool to allow a Jedi Healer to heal action and mind. It would work something like this....



Healers get two new specials. Heal Action and Heal Mind. These specials can be used on yourself or others.


Heal Action - Healing your action or anothers will cost Mind and Force. The move will have a base Force cost. The catch is that to heal 10% action, you use 15% of your mind (or something like that).


Heal Mind - Healing your mind is just like healing your action. You pay a base Force cost. To heal 10% mind, you use 20% action.



We felt that something like this would give healers a better supportive role in combat. They could sit back and feed action to the attackers in the battle, or could feed mind to the doctors/cm's that need it. This would give make Healers a welcomed addition to any group. They could help prolong the epic battles that we tend to get ourselves into.


I think this would also be balanced because it costs the healer more to heal the opposite pool, kind of like Transfer Force.



Well, thats my idea for now. Feedback is always welcomed. Thank you for your time.





That's a nice idea! It would add an interesting dynamic to group combat - although I feel the costs of such abilities should be such that they can be used effectively in support of group actions, but when used on yourself would be prohibitive, thus preventing such skills becoming yet another requirement for templates designed around 1v1 PvP.






The numbers I used were just examples. I made the cost more than what you healed so it would have a definite drawback. I think if they would implement this idea, they would find the sweet spot ratio between what you heal and what it costs.



__________________________________________________________
Knomoen Neomonk - Jedi Padawan Cancelled
Pnomoen - Bounty Hunter / Carbineer Cancelled
Gnomoen - Armorsmith / Architect Cancelled
Nomoen - Master Brawler / Teras Kasi Master Cancelled
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