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Top General Discussions Gameplay Topic #6090
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BlobqirtWed 13-Oct-04 07:55 AM
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#6090, "Warriors and healing"


          

After having a little time to think about it, and after playing Golron I had a little idea.

Warriors at the moments have berserk, at hero it is about 100 hps or so each time. If a warrior is maledicted by a shaman/necro/dagger spec and they cant get to a healer through quaffing, or moves run out, they are pretty much up the creek without a paddle. Alot of other classes have a way to avoid such things or heal it, hide, vanish, bindwounds, word, teleport so on and so forth. Where as with Golron, if I had no potions (usually because I really can't be bothered wasting time getting potions/preps ) and was maledicted by a dagger spec *shakes his fist at Jinroh* I would be losing around 100hps a round, even for a dwarf, it would be hard for me to survive, especially if I had been in a fight and was even slightly wounded. I understand warriors are the masters of combat, and nowadays with legacies and specs I agree with this. Keeping this in mind, if a warrior spends their entire lives fighting and being wounded, would it not be reasonable to believe that they might have ways to deal with a few wounds a little more effectively then berserking?

Im not asking for anything along the lines of 200 hp heals every second tick, yet what I was thinking is a high level skill, maybe level 45 or so, between legacies, that affects berserk. Maybe also away to snazz up the berserk echos. My idea was to have the skill affect berserk in aspects of healing. For example, if a character has been hamstrung by a dagger spec, have a little echo come with the berserk along the lines of "Using your knowledge of battle wounds you manage to stem the bleeding of your hamstrings." Maybe have it slow the bleeding much like the paladin virute which pauses maledictions, or have it reduce the timer by a small degree, or even reduce the actual damage of the bleeding, so instead of taking DISMEMBERS you take lower caps like decimates. Maybe something similar for other maledictions like plague, scourge, it wouldn't make too much sense for the skill to completely remove these spells/sups as these would render viable tactics against warriors as useless, yet perhaps give the warriors a chance to survive these things. Perhaps a timer on how long you can use it after combat, and not let it affect berserk while fighting.

Just an idea, would like to hear other thoughts and such on this.

Blobqirt

  

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Reply Whilst bleeding is deadlier than b4, incognito, 13-Oct-04 04:41 PM, #9
Reply RE: Warriors and healing, Ghim, 13-Oct-04 01:15 PM, #8
Reply What would they give up?, Valguarnera, 13-Oct-04 12:32 PM, #7
Reply I love your bash suggestion., Cerunnir, 13-Oct-04 07:35 PM, #10
Reply I think you mean feasible. They're already quite feasta..., Valguarnera, 13-Oct-04 07:43 PM, #11
     Reply No no no! You got me all wrong! :-) Damn your language ..., Cerunnir, 13-Oct-04 07:45 PM, #12
Reply RE: What would they give up?, Blobqirt, 13-Oct-04 10:25 PM, #13
Reply An idea.., Domino, 14-Oct-04 11:11 AM, #15
Reply RE: Warriors and healing, Isildur, 13-Oct-04 09:36 AM, #4
Reply RE: Warriors and healing, Blobqirt, 13-Oct-04 09:50 AM, #5
Reply Additional prep, Astillian, 14-Oct-04 08:16 AM, #14
Reply RE: Warriors and healing, Qaledus, 13-Oct-04 09:34 AM, #3
Reply RE: Warriors and healing, Kastellyn, 13-Oct-04 08:43 AM, #1
     Reply RE: Warriors and healing, Blobqirt, 13-Oct-04 09:15 AM, #2
     Reply Have to agree on this one, Theerkla, 13-Oct-04 10:26 AM, #6

incognitoWed 13-Oct-04 04:41 PM
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#6102, "Whilst bleeding is deadlier than b4"
In response to Reply #0


          

...because of money for heals being scarcer, I don't think that you can complain about an ability that lets you convert moves to hp, because it uses up your moves.

Personally, I think people that leave themselves devoid of moves because they keep berserking to heal are making tactical errors. I've seen loads of groupmates die because they berserk to heal whenever they can.

Also, berserk gives other benefits besides healing. It should come at a cost.

Play a thief, that has no class based healing, and see if you miss berserk, despite the limitations on berserk.

  

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GhimWed 13-Oct-04 01:15 PM
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#6099, "RE: Warriors and healing"
In response to Reply #0


          

Why just limit this to warriors? From what you described why not make this a change to resting and sleeping? If I am all hacked up and bleeding and I am running down the road trying to get away I would bleed out faster get tired faster and possibly colapse. Now why not change it so that if your bleeding and you rest for 3 ticks in a row the bleeding would slow and every tick after that would help reduce the effects? Hence actual healing.

-Ghim

  

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ValguarneraWed 13-Oct-04 12:32 PM
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#6098, "What would they give up?"
In response to Reply #0


          

1) Given that warriors already have a host of combat-oriented offensive and defensive skills, why should they also be good at utility functions like healing?

2) What would Battle Defenders do if every warrior could do what you describe? These types of abilities are a large part of the appeal of playing a Defender (or choosing certain Legacies, or generally designing a defensively-oriented warrior).

3) I don't think warriors need a bump up at any level- either of us can name any number of warriors who have been very successful with the currently available tools. If anything, they could probably use a bump down at the early levels, probably through slower development or by toning down the effectiveness of certain skills at the early levels. (e.g. What if Bash worked half as well as it currently does at level 15, but gained momentum until it was at its current strength by level 25? Would low-level PK matchups be more interesting?)

valguarnera@carrionfields.com

  

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CerunnirWed 13-Oct-04 07:35 PM
Member since 21st Oct 2003
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#6106, "I love your bash suggestion."
In response to Reply #7


          

Makes low level mages atleast FEASTABLE in Pk.

  

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ValguarneraWed 13-Oct-04 07:43 PM
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#6107, "I think you mean feasible. They're already quite feasta..."
In response to Reply #10


          


valguarnera@carrionfields.com

  

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CerunnirWed 13-Oct-04 07:45 PM
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#6108, "No no no! You got me all wrong! :-) Damn your language ..."
In response to Reply #11


          

gh

  

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BlobqirtWed 13-Oct-04 10:25 PM
Member since 04th Mar 2003
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#6112, "RE: What would they give up?"
In response to Reply #7


          

Thanks for the input, and I see what you mean. One of the problems I was trying to come up with was a level for it, now with legacies, enhanced reactions and the second spec, means warriors really come into their own after 40.

Blobqirt

  

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DominoThu 14-Oct-04 11:11 AM
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#6121, "An idea.."
In response to Reply #7


          

Maybe make warriors able to berserk more than once, but make it be much more taxing on moves and skills (even perfected ones) each time. Might save a warrior's life just long enough to run away. Of course if you get caught, you're only half the warrior you are. At the same time, you could make berserk work somewhat like bloodthirst, so that people can't just quaff a teleportation potion and then berserk themselves to full health and rest off the downsides.

I don't know, just throwing ideas out there, because sometimes even a bad idea can be inspiration for a good one.

  

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IsildurWed 13-Oct-04 09:36 AM
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#6094, "RE: Warriors and healing"
In response to Reply #0


          

Generally the way to beat the situations you mentioned can be summed up with: money, preps and prudcence.

Money: Ideally you want to carry enough on you to "heal heal" your full hp total and still have some left for poison, disease and blindness. Then have enough still left to replace whatever potions you used. Unless you're going to get busted for it (see: Paladins) then the more the better. (Assuming you have some banked).

Preps: At the minimum one return and one teleport. Ideally two returns and "lots" of teleports. "Lots" for me usually meant around eight. Have at least 3 or so in your inventory. You want to be able to return to your healer, heal up, teleport away, then still have the ability to teleport again if someone finds you (or if you teleport into a bad situation). Cure disease and poison are nice, but only if you can see, and I've always found cure blindness hard to come by. For shamans you'll want to carry rot insurance.

Prudence: If you're maledicted all to hell (see: Jinroh) then maybe don't stick around until you have 75hp left. Get out with enough strength remaining so that you can make it to your healer and heal up before teleporting away.

  

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BlobqirtWed 13-Oct-04 09:50 AM
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#6095, "RE: Warriors and healing"
In response to Reply #4


          

Heh, I know what I 'should' do, but with Golron, there were times when I really could not be bothered trying to raise enough cash to have alot, same with potions. And trust me, in the fights were I was planning to not have to limp away and bleed to death against Jinroh, I had to flee with at least 800 hp, or chances are I would end up dead, which I did anyway.....

  

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AstillianThu 14-Oct-04 08:16 AM
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#6118, "Additional prep"
In response to Reply #4


          

that I can't live without providing my warrior has enough strength to carry them is Sprigs. It can be bought and does a cure serious and a little refresh for movement. Keep 20 on you at all times and I can't explain how many times this has saved me.

Usually if a necro got a hold of me I could teleport away quick enough and just barely wait out the blind but by then I'd have no movement and that little bit of healing and movement allowed me to get to a healer to save my butt.

  

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QaledusWed 13-Oct-04 09:34 AM
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#6093, "RE: Warriors and healing"
In response to Reply #0


          

There are some good legacy combinations you can choose to offset
this type of thing if you find it is a big concern for you.

  

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KastellynWed 13-Oct-04 08:43 AM
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#6091, "RE: Warriors and healing"
In response to Reply #0


          

If a warrior is maledicted by a shaman/necro/dagger spec and they cant get to a healer through quaffing, or moves run out, they are pretty much up the creek without a paddle.

These are all smart, viable tactics for killing a warrior. Smart warriors have found ways around them, or at least ways to mitigate their impact.

Alot of other classes have a way to avoid such things or heal it, hide, vanish, bindwounds, word, teleport so on and so forth.

If you give warriors too many healing skills, or healers too many fighting skills, you tend to make each class less unique.

Maybe also away to snazz up the berserk echos.

Snazzing up echoes is always good.

My idea was to have the skill affect berserk in aspects of healing.

I've always viewed berserk as a general adrenelin surge, which has the effect of making the warrior feel less pain as he focuses all his energy on combat. I don't think that translates well into focused healing of specific ailments.

Personally, I think it would be more interesting (and make more sense) if berserk were limited to in-combat (or close to combat) situations vice being used as a general purpose healing skill for warriors.

Bottom line is that warriors are pretty solid as-is. Adding benefits like you propose should probably come with some drawbacks in order to maintain their class balance.

Kastellyn the Devourer of Magic, Lord of Legends

  

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BlobqirtWed 13-Oct-04 09:15 AM
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#6092, "RE: Warriors and healing"
In response to Reply #1


          

>These are all smart, viable tactics for killing a warrior. Smart warriors have found ways around them, or at least ways to mitigate their impact.

Indeed, it is, perhaps more so then I would like but I don't disagree here.

>If you give warriors too many healing skills, or healers too many fighting skills, you tend to make each class less unique.

Yeah, I agree here too. What I was trying to poke at was not to have a super duper healing ability for warriors, but maybe a little somethin somethin, if you know what I mean So not to give warriors an artificial leg to use at all times and support all their weight, but more an undersized crutch. Maybe having the extra bit increase the timer when it works effectively, and reduce the dam bonus too. I know the idea is verging on a cross over of a Battle power and the tranny spells, and I know that no skill will be renamed and given to another class, as thats just silly, I might be going on abit, but can you see where I am coming from?

>Snazzing up echoes is always good.

Damn tootin, pat on the back all round for all the snazzy doodle bits in combat.

The last section you were talking about how you imagined it being a rush in adrenaline, feeling less pain, berserking in or near combat, and having drawbacks. What about throwing those all into it? Going along the lines of dam reduction ONLY for maledcitions like bleeding damage, scourge damage and so on, only have them do it within a timer of a pk fight or mob fight, as well as the dam reduction, hit reduction, maybe some -dex for the effort?

Thanks for the quick reply and your insight, much appreciated.

Blobqirt

  

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TheerklaWed 13-Oct-04 10:26 AM
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#6096, "Have to agree on this one"
In response to Reply #1


          

"Personally, I think it would be more interesting (and make more sense) if berserk were limited to in-combat (or close to combat) situations vice being used as a general purpose healing skill for warriors."

I tend to use berserk excusively for healing benefits, especially at low levels when it only lasts a few ticks. So most of the time it's something along the lines of fight, rest, berserk, sleep, berserk, sleep, return to fighting.

Just never made any sense to me to go into a berserker rage and then take a quick cat nap.

  

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