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View Full Version : A reasoned thought on heal ally


Windrium
08-07-2010, 04:20 PM
First, everyone has largely been talking about heal ally as if it heals 20%. This is true, but only at level 5. In these discussions, everyone has been focusing on the end-game.

If we take a low-level conj, 8% really doesn't seem like enough to effectively support. At least, before, it was a straight number which enabled the conj to heal what was, roughly, a reasonable percentage of a very low-level character's health.

As such, I had some thoughts... what if heal ally started at, say, 15%, then 18%, then 20%, then a reduced cooldown, and at level 5 gave a +5 range? With all of the increase to range on bows and such, a +5 range on heal ally won't be a huge deal, but it would be enough reason for people to still go up to level 5, without making it OP.

Mostly, I am just thinking... it would be nice if a noobish conj could still support a low-level grind group, so that we can train conjs to be support conjs, too, and not just warjus because the low-level support spells are too ineffectual.

Please, note: not complaining, just suggesting. :)

Kittypretty
08-07-2010, 04:53 PM
sorry..but i think % at all is a big mistake. It kills low levels helping each other, and for high levels healing low levels, best to let them die sadly. Or not even use it..which will probably be my choice.

unless it had a very short cooldown (5 seconds) and half the cost..then id maybe consider such a pitiful excuse for a heal.

Use regen they said..well lower our damage even more so we dont have to be healed..since you wont do the easy fix :) and just understand it was fine as it was..

and yeah im complaining..because its a class i like, i like to help, and when skills are rendered obsolete, well whats the class to do?

Windrium
08-07-2010, 05:02 PM
See, that is why I would still use it--for warriors. Regen for mages and archers (sorry, you guys don't get the big heal anymore), and heal for warriors. It still has its place, you just have to budget against the greatest need and such, now.

You are right, though. Low levels? Um... you're on your own. But, for argument sake, say 20% heals a warrior for near 900 like some have said, that it is still close, but a mage for 500. Well, what if it then did 300+10%? That could still have the net effect on a warrior, but be reasonable for everyone. They could do a combination, like that. (trying to think outside the box, here...)

Gabburtjuh
08-07-2010, 05:16 PM
hpx3 manax2, dmg back, problem solved

tjanex
08-07-2010, 08:08 PM
They just shouldn't do this update at all... The damage sucks for grinding Knights grinding a knight is allready very hard and without higher damage for a Knight and a Marksman grinding is almost not do able.

And the heals should just stay what it is but with more appeal to become a support conjurer instead of a warjurer.

e30G
08-07-2010, 09:06 PM
I'd rather see a fixed value of 750 + 1% of target hp for every 20 int points the caster has. It will look something like this at level 5 assuming the conjurer has 100 int:

750hp (instant heal) +5% int bonus(target hp)

So if you have 3000 hp for example, the conjurer above will heal you for:
750 + 150 = 900

For Knights assuming they have 4500hp:
750 + 225 = 975

This narrows down the heal range, and makes sure that even low levels will get a good amount of heals. Also, this will make stats important for Conjurers too.

-Kalid-
08-07-2010, 09:57 PM
Why are you all talking about this, NGD just wants to kill the game, they wont listen to anyone.

PS: Each update is worst than the one before it.

Gabburtjuh
08-07-2010, 09:59 PM
update sucks be less as before, why? everyone is fucked this time mwhuahahahahaha

Mr_Egg
08-08-2010, 01:15 AM
I'd rather see a fixed value of 750 + 1% of target hp for every 20 int points the caster has. It will look something like this at level 5 assuming the conjurer has 100 int:

750hp (instant heal) +5% int bonus(target hp)

So if you have 3000 hp for example, the conjurer above will heal you for:
750 + 150 = 900

For Knights assuming they have 4500hp:
750 + 225 = 975

This narrows down the heal range, and makes sure that even low levels will get a good amount of heals. Also, this will make stats important for Conjurers too.+1 :thumb_up:

Or even as simple as increasing the percentages.... lets face it, 20% of anyone's hp is crap. 40% on the other hand.....

BigManOnCampus
08-08-2010, 06:07 AM
With the damage changes on Amun, and presumed damage changes to locks upcoming on Amun (I could be wrong), 20% of a players hp becomes possibly better than 900 hit points were in the past.

Look at it this way:

A knight is near death, 1 more hit from a barb and he's gone.

In the old system, depending on how much mana the barb has, that knight could take 1500 more damage in a single sc, meaning 900 hps wont help him.
In the new system, those 900 hps will save his life most likely. Now hits that large are common, but hits larger than that are not.


A mage is near death outside a fort, one more hit from a marks and he's gone.

In the old system, 900 hit points look huge on his health bar, but he wont last much longer really.
In the new system, it's much the same. The damage from archers has been reduced so much that there probably isn't much change in situation here.


Understand I'm not asking for less healing, or problems with grinding conjus. I'm trying to point out that for all the angst about being unable to funnel large hp numbers into players anymore, the damage reductions from both players and mobs should compensate for lower healing numbers overall.

w_larsen
08-08-2010, 06:39 AM
it still doesnt solve the question about fixed damage spells, like for example ethereal arrow, which does about the same damage as lvl 5 heal heals the mage, and cost bit less than the heal.

A_K_M
08-08-2010, 07:08 AM
Completly Conjurer Perspective (or mine atleast)

I agree with all the points said, but my health is 2700, 900 is 33% of my bar

If you play your character right, useing the right defences, the right areas/auras, right tactics. You shouldnt need all that heavy duty healing, especially when you need all the conjus focusing on that knight tanking that GC. The way I normally see it... If I get out of place, meaning I run too far forward or let my balls do the fighting, I will 99% of the time die. Im always either at perfect health, or dead. Cause by the time I realized I have completly screwed up, I have been Ambushed, Confused, Kicked, Feinted, Will Domained, Meteored, Lightninged, South Crossed, Bettle Swarmed, and Soul Keepered ( True Story ).

If a mage needs the heal, they are lucky to be alive.

-AKM (Ignis)

Aasiora-Leif
08-08-2010, 07:25 AM
I don't understand why they messed with Heal Ally. For the last couple of weeks, we've been telling NGD that something needs to be done about conjurers, but they haven't been listening. The only thing that should have been done was to lower its mana cost or its cooldown. Instead, they made it so that we do about 975 (if they're level 50) health increase on knights and less than 900 damage on everyone else. I personally do about 600 health on a mage (less if they're not lvl 50). That's ridiculous.

Here is a little recap of what has happened in the last few weeks:

NGD nerfs Greater Healing = conjurers complain = NGD writes topic on the forum called "We are not Nerfing Conjus" = new conju spell that's supposed to magically fix all of our problems (huge cooldown, and cast time) = nerf on heal ally (same mana cost and cooldown) = balance?

What's funny is how they claim that they're trying to make the class more attractive to players. Sometimes I wonder if there's even a point to giving NGD suggestions because it seems that they ignore a great deal of them anyway

Sorry if this is a rant, but it's tiring. In the end, they claim that their changes are "preliminary" and are subject to changes. Based on their responses, it's hard to remain optimistic though.

e30G
08-08-2010, 07:32 AM
Understand I'm not asking for less healing, or problems with grinding conjus. I'm trying to point out that for all the angst about being unable to funnel large hp numbers into players anymore, the damage reductions from both players and mobs should compensate for lower healing numbers overall.

This is true, considering everyone is level 50. With the new healing spells, it is not worthwhile anymore for Conjurers to heal anyone marked as "Easy" and below.

The thing that bugs me the most is your damage isn't based on your target's total hp. Why should healing spells be? If NGD wanted stats to play a role then it should be the caster's stats that matter, not the target's.

Mr_Egg
08-08-2010, 11:12 AM
I don't understand why they messed with Heal Ally. For the last couple of weeks, we've been telling NGD that something needs to be done about conjurers, but they haven't been listening. The only thing that should have been done was to lower its mana cost or its cooldown. Instead, they made it so that we do about 975 (if they're level 50) health increase on knights and less than 900 damage on everyone else. I personally do about 600 health on a mage (less if they're not lvl 50). That's ridiculous.

Here is a little recap of what has happened in the last few weeks:

NGD nerfs Greater Healing = conjurers complain = NGD writes topic on the forum called "We are not Nerfing Conjus" = new conju spell that's supposed to magically fix all of our problems (huge cooldown, and cast time) = nerf on heal ally (same mana cost and cooldown) = balance?

What's funny is how they claim that they're trying to make the class more attractive to players. Sometimes I wonder if there's even a point to giving NGD suggestions because it seems that they ignore a great deal of them anyway

Sorry if this is a rant, but it's tiring. In the end, they claim that their changes are "preliminary" and are subject to changes. Based on their responses, it's hard to remain optimistic though.

+1 to all that. The way things are looking, conjurers will be few and far between after this update.

Low levels are now given useless healing spells (I can't remember what the %s are on lower levels), because it's such a low percentage of a number that was pretty low in the first place. I will go and test it, but in theory, it wouldn't heal more than 100 hp, which is no use at all, and pushes them immediately into a warju setup - DECREASING THE NUMBER OF SUPPORT CONJURERS AND INCREASING THE NUMBER OF WARJUS as low levels are incapable of supporting any class, and so immediately go for (and stay with) warju setups.

If NGD want to increase support, why are they making changes that ruin the support elements of the main support class?

Also, if we're working out what new heal ally does - I have 3487hp on my conj (which is a lot), new level 5 heal gets me for 697, and therefore gets most mages for less than that - which is a huge nerf. Even compared to the damage nerf, it's a huge nerf.

Seher
08-08-2010, 05:27 PM
The whole %of health story is crap. Who will heal lows? Why should I heal some low for 400 health, when I can heal someone more useful for 800?
So far I was able to heal the low from 20% to 100%, now it's 20% to 40%, that's just useless.

It would have far less side effects just to give a bonus when healing warriors...

Int*10 (As normal conjus have 90 int it's almost the same as it is now), Int*12 for barbs and int*14 for knights or something like that. Solving the lowlevel problems is more difficult...
Is there a "level cleaned" attribute value? It would be nice for calculations, would make it way easier to balance something.
Assuming the normal intelligence for a level 50 without any bonus is 75, the level cleaned value of someone with 95 int would be 20.

Advantage: You can boost the usefulness of +attribute items without touching anything else
Advantage here: It's possible to make a healing spell taking account of intelligence value.

800 + level cleaned int*5 +200 if target's barb, +300 if target's knight
600 + level cleaned int*5 +150 if target's barb, +225 if target's knight
450 + level cleaned int*5 +110 if target's barb, +170 if target's knight
350 + level cleaned int*5 +85 if target's barb, +130 if target's knight
300 + level cleaned int*5 +75 if target's barb, +110 if target's knight

(Always int*5 as lows get far less bonus int)
Passives should be redesigned, as +5 int might be quite something considering it's almost for free, and a bit imbalanced on lower levels with this calculation.

Advantage of this spell: A -int spell would actually make a difference.