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Sanders
GnollHunter

Registered: Mar 2001
Location: Pennsylvania
Posts: 175

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Uhh, yeah, I would post this on the "Invite-only Private Discussion Forum", but I can't so I'm posting here.

Okay, I've been wondering about Healing spells. Why don't they become stronger like Offensive spells, is this due to the negative damage value? Or is it just not possible? Having Heal that heals 6 hp get obsolete when your like level 15, why can't it grow stronger as your D cast value goes up? And if you think the magic consumption of the spell will go off balance, you could make it so that it will increase it's consumption rate as it gets stronger. Pretty much like O spells, thorn gets obsolete after you get like melt and what not, but it gets stronger as O cast goes up ... So how about it?

Last edited by Sanders on 03-14-2001 at 10:35 PM

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Sanders is offline Old Post 03-14-2001 09:59 PM
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Sanders
GnollHunter

Registered: Mar 2001
Location: Pennsylvania
Posts: 175

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Well said Xaero.

Maybe we could just have one regen spell in general, would be nice, and if Healing spells could get stronger as your D casting ability and/or Level goes up, maybe regen could benefit from that type of effect. Like say you get regen at around 100, as D cast starts building, the Regen would be faster and last longer, and maybe around 150 or so it could affect friendlies in your LOS, and around 350 could effect friendlies within a radius around you, but I dunno if this could be done. Guess we could rely on the "ADV" stuff for now.

Fall damage, adds good challenge when using paws, I like it! Becareful when dueling on hills from now on guys.

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Sanders is offline Old Post 03-14-2001 10:42 PM
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Zelgadis
MinotaurReaper

Registered: Mar 2001
Location: Berlin, WI
Posts: 2447

i like healing spells as they are, the only thing i could suggest was a way of determining who you want to heal...... id like to be able to fight without turning away to godly heal, though since sometimes i like healing gnolls this would be tough to code, nevermind i said anything!!

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Zelgadis is offline Old Post 03-15-2001 01:10 AM
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Mir
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'anti-magic' zones would be an interesting twist to the game.

and I'm sure it would be relatively easy to add...

Maybe make it a sub-zone, so only small parts of each total zone is anti-magic.

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Old Post 03-15-2001 02:50 AM
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Aleman
OgreDreadnought

Registered: Mar 2001
Location: Houston TX
Posts: 399

Hey sandy! I like the ideas, there is too big of gap between heal and advheal1..

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Aleman is offline Old Post 03-15-2001 03:23 AM
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Dragoon
GoblinWizard

Registered: Mar 2001
Location: North Carolina
Posts: 89

I think healing spells are perfect the way they are, but I like how Aleman brought up the large gap between healing and advheal1.

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Dragoon is offline Old Post 03-15-2001 04:47 AM
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-SB-SirSteven
UberFuffian

Registered: Mar 2001
Location: Escondido, California
Posts: 346

I think its a good idea.......


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-SB-SirSteven is offline Old Post 03-17-2001 01:55 AM
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Zelgadis
MinotaurReaper

Registered: Mar 2001
Location: Berlin, WI
Posts: 2447

IDEA!
(good one)
((ha))

too many damn spells.

we need heal, advheal,full,mass,massfull

then make each increase by skill level. that was it would be like having 900 different heal and advheal, heal would not be so worthless, you woudnt have 700 spells for the same action! (dont make full get stronger lol) though i htink if this were to happen heal should have a decent delay, it is realatively instant now.

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Zelgadis is offline Old Post 03-17-2001 03:53 AM
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GoldenFlight
Mother Lode

Registered: Mar 2001
Location:
Posts: 2480

leave em alone. they work just fine.

my $.0002 worth (inflation)

I like the gap because I play as a cleric and some lazy folks like to stand in front of me and bug me to get healed instead of using potions or a tent (usually in the crypt..where it's easy to use a tent. Ditto, Yolanda, just run out.)

(Or the newbie clerics that get all excited and run around and end up healing the bots instead of the player. )

I dont mind helping out. But when I'm trying to level up at the lower levels, its nice to be left alone to do my thing without fear of getting bothered/nailed while I'm healing someone else.

The big gap ensures that the only person I can heal is me and folks leave me alone, usually until I hit the mino lair...at which point I usually am pretty well balanced in bludge/endurance/etc. and happy to do the teamwork thing.

that may be faulty logic, but I feel lke I shouldn't try to run around and heal others until I'm beefed up enough in other areas (also) to be able to defend myself.

Adding sp to the healing skill in balance with sp in d casting until Advheal1 or 2 are achieved seem to work quite fine for keeping myself healed.

Course I am not strictly a fighter either. That's why I chose cleric, a little of both. But if you could always run in and heal yourself instantly, then aren't you missing some of the caution that needs to come with the higher levels. And aren't your endurance/hit points going up at same time? And isn't that why there are different classes? SHould a fighter be able to heal like a cleric?

And unless I missed something, didn't that gap get reduced?

And of course, I'm a complete newbie, so this posting presents a narrow view.

(see inflation number at top of posting for value of above stated opinion.)


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Last edited by GoldenFlight on 03-17-2001 at 04:42 AM

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GoldenFlight is offline Old Post 03-17-2001 04:40 AM
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Zelgadis
MinotaurReaper

Registered: Mar 2001
Location: Berlin, WI
Posts: 2447

heal 10 DC
adds hp = DC skill / 12 + 4 to self
delay 10 (it gets reduced fast)

advheal 120 DC
adds hp = DC skill / 11 to self or other
delay 10 (it gets reduced fast too)

fullheal 800 DC
adds hp = max hp to self or other
delay 60

yada yada yada

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Zelgadis is offline Old Post 03-17-2001 05:22 PM
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Toaster
Master of Toast

Registered: Mar 2001
Location: JI & PoG's RPG
Posts: 2479

Delay doesn't reduce anymore.


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Toaster is offline Old Post 03-17-2001 05:28 PM
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Zelgadis
MinotaurReaper

Registered: Mar 2001
Location: Berlin, WI
Posts: 2447

AAAWWWW CRAP.

i havent played in a bit, sorry.

but why? i was dying to be able to actually ****ing use massfull.

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Zelgadis is offline Old Post 03-17-2001 05:45 PM
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Toaster
Master of Toast

Registered: Mar 2001
Location: JI & PoG's RPG
Posts: 2479

It unbalanced mages (both player and bot)


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Toaster is offline Old Post 03-17-2001 05:54 PM
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-SB-SirSteven
UberFuffian

Registered: Mar 2001
Location: Escondido, California
Posts: 346

It was nice to be the damn spell caster =/


But it does seem that Melt takes a little less time then it used to.. i dunno


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Rakenne
GnollHunter

Registered: Mar 2001
Location: Helsinki, Finland
Posts: 188

Yes, you could spam melt like it was thorn. Uber took about 20 secs to kill(plz no i can do that with bash replies) when you had about 80 lvl as you could cast melt with 1-2 sec delay and were hitting 90% times.


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Rakenne is offline Old Post 03-17-2001 06:00 PM
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Zxqv8
TravellerThug

Registered: Mar 2001
Location: Chighetto, IL (around there)
Posts: 674

I had noticed reapers could cast melt every second or less, just about every swing was a nice powerful and painful spell, level 50's didn't have a ghost of a chance unless they had phens robe, all castable shields and perhaps a heavenly shield on. Well maybe not, but it was still devastatingly powerful.


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Zxqv8 is offline Old Post 03-17-2001 06:02 PM
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Toaster
Master of Toast

Registered: Mar 2001
Location: JI & PoG's RPG
Posts: 2479

Ogre Magi machinegunning Thorn hurt some too.


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Toaster is offline Old Post 03-17-2001 06:03 PM
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Zelgadis
MinotaurReaper

Registered: Mar 2001
Location: Berlin, WI
Posts: 2447

ok ok ok but what about my healing spells idea on the previous page?

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Zelgadis is offline Old Post 03-18-2001 01:17 AM
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