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Unanswered topics | Active topics
Chemal
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Post subject: Major Heal PostPosted: Sat Jul 02, 2005 2:24:09am |
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Joined: Sat Jul 09, 2005 8:34:27pm Posts: 1
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I, for one, would like to see major heal return. Rebirth is a great spell, but it nullifies any magic you are affected by, and the 100 or so hp heal offers is barley enough to scratch the surface for people with 1000+ hps. I just think it would be nice to have something inbetween those two extremes.
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Jigogran
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Post subject: PostPosted: Sat Jul 02, 2005 3:12:06am |
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Joined: Sat Feb 05, 2005 3:30:59pm Posts: 37
Location: Brunswick ,Ohio
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I agree, it seems unbalenced, a cleric without rebirth is usless, basickly, i think having a medium woud be great. and it wouldnt offset rebirth, i mean , . a cleric that could heal 500 hp woud be a good cleric, but they would still wanna get rb.
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Kayenta
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Post subject: PostPosted: Sat Jul 02, 2005 5:23:23pm |
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Joined: Sat Dec 25, 2004 1:14:21pm Posts: 157
Website: http://photobucket.com/albums/y216/Kinara/
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I dont see a reason to have a heal in between. Granted, healing a 1000 plus warrior with heals wont work well, thats why there is rebirth. Having a heal spell in the middle seems like it would be redunant and un-necessary. 1000 plus hps is more than enough, in my opinion, to warrant a rebirth.
As for spells affecting players..... Its something you have to deal with. Isnt it better to be alive and have to recast spells than die and lose them anyway?
Cheers
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Blobbie
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Post subject: PostPosted: Sat Jul 02, 2005 9:21:34pm |
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Implementor Joined: Fri Oct 06, 2000 5:32:29pm Posts: 288
Website: http://www.wocmud.org
Location: Ottawa, Canada
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Quote: I agree, it seems unbalenced, a cleric without rebirth is usless
That's rich... so I guess death's door, sanctuary, remove deadly poison are all pretty useless too. No need for remove curse, wind walk, water breath, summon, word of recall either. Yep, useless class. Maybe it's time to just pull it from the game.
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Kayenta
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Post subject: PostPosted: Sun Jul 03, 2005 5:32:36pm |
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Joined: Sat Dec 25, 2004 1:14:21pm Posts: 157
Website: http://photobucket.com/albums/y216/Kinara/
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I think what u guys have to realize is what Blob said. Clerics arent just about healing you =) Think about it. where would u be with out clerics if they didnt do the other spells?
Think about that the next time ur poisoned and cant hold a clear to quaff it
cheers
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Grael
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Post subject: PostPosted: Sun Jul 03, 2005 6:59:21pm |
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Joined: Sun Apr 16, 2006 9:12:10pm Posts: 2
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I think major heal is important.
The structure of the MUD has changed in terms of total HP and total MANA. When we had 350hp chars (ok, 500 for a tank), heal was more than sufficient and had a lot of use. Rebirth wasn't used so much as the recast of sanc and armour and fly etc etc was sapping up too much mana in total.
Today players breach 1000, 1300, 1500, 1800 hps and spending 50 mana on 1/15 th of yer hp is not the bargain it was when that same 50 mana got you 1/5th of yer hp.
My suggestion would be a spell that costs 100 mana and heals, say, 300-350 hp (perhaps base this on spell quality).
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Kayenta
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Post subject: PostPosted: Sun Jul 03, 2005 9:02:17pm |
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Joined: Sat Dec 25, 2004 1:14:21pm Posts: 157
Website: http://photobucket.com/albums/y216/Kinara/
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I dunno. I still think its just easier to rebirth them than have to deal with another healing spell. If you take a 1000 hp warrior and cast major heal at 350 hps and 100 mana, thats only 700 hp back. Just as easy to cast rebirth at 250 mana and 1000 hp.
Just my opinion
cheers
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Grael
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Post subject: PostPosted: Sun Jul 03, 2005 9:31:15pm |
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Joined: Sun Apr 16, 2006 9:12:10pm Posts: 2
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Quote: I dunno. I still think its just easier to rebirth them than have to deal with another healing spell. If you take a 1000 hp warrior and cast major heal at 350 hps and 100 mana, thats only 700 hp back. Just as easy to cast rebirth at 250 mana and 1000 hp.
Just my opinion
cheers
Add 75 mana for sanc, 35 for wind walk, 20 for armour, 20 for detect invis, 10 for detect aura. That totals 405 mana.
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Blobbie
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Post subject: PostPosted: Sun Jul 03, 2005 9:50:59pm |
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Implementor Joined: Fri Oct 06, 2000 5:32:29pm Posts: 288
Website: http://www.wocmud.org
Location: Ottawa, Canada
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Quote: Add 75 mana for sanc, 35 for wind walk, 20 for armour, 20 for detect invis, 10 for detect aura. That totals 405 mana.
True that is... 1500 hps... heal from 300 hps to 1500 (at 100 hps per 50 mana heal) = 600 mana
Rebirth... 1500 hps heal from 300 hps + recast all buffs: lets for fun say 600 mana
Rebirth... death's door -4000 hps to 1500 hps... 600 mana. Damn that spell gets better and better.
Same deal using heal: 2750 mana
But to set the record straight, I'm not really against an intermediate heal spell, just against the claim that without it clerics are useless.
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Kayenta
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Post subject: PostPosted: Sun Jul 03, 2005 10:05:25pm |
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Joined: Sat Dec 25, 2004 1:14:21pm Posts: 157
Website: http://photobucket.com/albums/y216/Kinara/
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quote:
Add 75 mana for sanc, 35 for wind walk, 20 for armour, 20 for detect invis, 10 for detect aura. That totals 405 mana.
I think part of the issue is that not everyone casts the same spells =) You cast way more than me after a rebirth, thus I use less mana. Sanc is all you really need after a rb. The others can all wait till you regen cause they are not a necessity.
But I suppose a intermediate spell would be ok. I just dont see a reason for it =)
Cheers
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Grael
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Post subject: PostPosted: Mon Jul 04, 2005 11:20:23am |
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Joined: Sun Apr 16, 2006 9:12:10pm Posts: 2
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Quote: quote:
Add 75 mana for sanc, 35 for wind walk, 20 for armour, 20 for detect invis, 10 for detect aura. That totals 405 mana.
I think part of the issue is that not everyone casts the same spells =) You cast way more than me after a rebirth, thus I use less mana. Sanc is all you really need after a rb. The others can all wait till you regen cause they are not a necessity.
But I suppose a intermediate spell would be ok. I just dont see a reason for it =)
Cheers
If you have encountered mobs that are invis and aggressive, you want detect invis. If you want to take less dmg, you use armour, if you want to not drown or cross water or save moves so you can work w/ yer group, you use wind walk. If you're goodly and use some specific weapons, you want detect aura to avoid being burned by yer sword.
This mud has different cleric types with different aligms who use more than sanc and rebirth to remain functional. Because you don't require these skills (armour especially!) does not mean they do not need to be recast.
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Kayenta
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Post subject: PostPosted: Mon Jul 04, 2005 7:15:27pm |
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Joined: Sat Dec 25, 2004 1:14:21pm Posts: 157
Website: http://photobucket.com/albums/y216/Kinara/
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True, it was just a statement about the differences between the cleric types that I made. No need to analyze it =)
cheers
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Chemal
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Post subject: PostPosted: Mon Jul 04, 2005 11:35:59pm |
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Joined: Sat Jul 09, 2005 8:34:27pm Posts: 1
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Just out of curiosity, anyone know why major heal was removed in the first place?
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Blobbie
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Post subject: PostPosted: Tue Jul 05, 2005 12:11:58am |
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Implementor Joined: Fri Oct 06, 2000 5:32:29pm Posts: 288
Website: http://www.wocmud.org
Location: Ottawa, Canada
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Cytheran skills and spells weren't removed, they just didn't get ported. Note the lack of Abaddon who was supposed to do that stuff :/
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Grael
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Post subject: PostPosted: Tue Jul 05, 2005 12:26:43pm |
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Joined: Sun Apr 16, 2006 9:12:10pm Posts: 2
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Quote: Cytheran skills and spells weren't removed, they just didn't get ported. Note the lack of Abaddon who was supposed to do that stuff :/
Maybe one of dem new (seemingly lacksadasiel<SP> now that they have power) IMMs can get it done.
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