Suggestion: Improvement needed for Heal Wounds spell

Lazgul

New member
Joined
22/03/2016
Messages
2
I love this game! I'm playing as a Cleric and picked up Heal Wounds I as my first skill. However, upon leveling up I didn't really feel like the next level of Heal Wounds was worth it. For Heal Wounds I, the text reads "Heal yourself for 30 HP. Cooldown: 10 seconds. Mana: 6" and at the next level "Heal yourself for 45 HP. Cooldown: 10 seconds. Mana: 9". Basically, if you put 2 training points into level II, then all you are able to do is heal 90 damage in 2 clicks instead of 3. Other skills have noticeable incremental improvements. For example, Crusader I says "Your hits have a 2% stun chance. Against undead, +2 damage" and the next level says "Your hits have a 4% stun chance. Against undead, +3 damage". There is no penalty or drawback associated with getting Crusader II.

My recommendation is to stabilize the casting cost so that it is more desirable to put points into. Instead of 50% more healing per shot of Heal Wounds II as compared to Heal Wounds I for 50% more casting cost, perhaps 50% more healing for the same cost. If you want to implement a penalty, then perhaps raise cooldown instead, say to 12 seconds for Heal Wounds II. Raising mana costs creates too big a mana deficit to make leveling up the ability viable.
 

sinoako9

Member
Joined
19/03/2016
Messages
31
Yep, I believe the increase in heal ratio for II and III is already under consideration for future patch.
 

Eliadann

Active member
Joined
25/02/2016
Messages
141
Heal wounds is meant as a combat heal. I'd rather have the skill healing both your companion, this would raise its ratio and usability greatly.

- Elia
 

DavidBVal

Developer
Staff member
Administrator
Joined
28/02/2015
Messages
7,614
My latest idea, and I will probably implement it.

Heal Wounds heals a certain amount of HP, starting with the most wounded member of your party (or yourself), and then the excess goes to the next most wounded, etc.

Ratio would also be improvedon levels 2 and 3
 

Eliadann

Active member
Joined
25/02/2016
Messages
141
I like this very much. It will create a new way to play cleric, on top of warrior priest build. Cleric as a healer for a tank companion. You can let your armored companion to engage first, and stay back healing and throwing waves of fire, or jumping up later to the fight and helping your companion to beat enemies down.

Thanks!

- Elia
 

sinoako9

Member
Joined
19/03/2016
Messages
31
My suggestion:

Heal Wounds I
Heals player for xx amount


Heal Wounds II
Heals player for xx amount
Heals up to 1 companion for %


Heal Wounds III
Heals player for xx amount
Helas up to 2 companions for %
additional xx amount for every point in Intelligent

Or something like that
 

Sharkyinthe UK

Well-known member
Joined
23/03/2016
Messages
337
Location
East Anglia, Uk
sinoako9":318izt0s said:
My suggestion:

Heal Wounds I
Heals player for xx amount


Heal Wounds II
Heals player for xx amount
Heals up to 1 companion for %


Heal Wounds III
Heals player for xx amount
Helas up to 2 companions for %
additional xx amount for every point in Intelligent

Or something like that

Like this option, as it is predictable, with David's suggestion you could be badly in need of heal, but because your companion is on less HP than you they get the bulk of the healing as a result you die.... Not so great.
 

Sir ShanksAlot

Well-known member
Joined
22/03/2016
Messages
623
Sharkyinthe UK":1gfliisy said:
sinoako9":1gfliisy said:
My suggestion:

Heal Wounds I
Heals player for xx amount


Heal Wounds II
Heals player for xx amount
Heals up to 1 companion for %


Heal Wounds III
Heals player for xx amount
Helas up to 2 companions for %
additional xx amount for every point in Intelligent

Or something like that

Like this option, as it is predictable, with David's suggestion you could be badly in need of heal, but because your companion is on less HP than you they get the bulk of the healing as a result you die.... Not so great.

LOVE THIS
 

sinoako9

Member
Joined
19/03/2016
Messages
31
Sharkyinthe UK":2yuy1jym said:
Like this option, as it is predictable, with David's suggestion you could be badly in need of heal, but because your companion is on less HP than you they get the bulk of the healing as a result you die.... Not so great.

As cleric, your companion will always have less HP especially if you chose to make your companion a tank.
Right now, you can let your permanent companion die, as they'll regen some hp when there's no enemy nearby, and if you have warrior companion with Fury skill, even better they don't get healed much lol. Which, imo, is exploitable and sort of take away some fun out of tactics.
 

DavidBVal

Developer
Staff member
Administrator
Joined
28/02/2015
Messages
7,614
This is how it will work since next update.

Currently Heal Wounds costs 6/9/12 and heals you for 30/45/60

From now on, it will cost 6/12/18 and heal your party for a total of 30/75/125

The skill will begin healing you, until full health. Any remaining "healing" will go to your companion, and once she's fully healed, to the rest of followers that may be in your party.

Example, if you are missing 50hp and your companion is missing 80hp, and you cast Heal Wounds II (heals 75), you will be completely healed and your companion will heal for 25.
 

Top