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Interesting Healing/Powerfull skill system


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#1 Cleffy

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Posted 13 February 2014 - 01:57 PM

I think a good way to balance healing and powerful skills is to implement some type of limitation on their usage. This will divert them into the realm of strategy instead of a constant use type scenario we currently have. There are three key implementations to my idea.

1. Charges - Charges deplete when you use powerful skills or heals. They are represented by a floating orb around the player of different colors depending on the skill type. For instance a Warrior might have 5 glowing red charges to use on attack skills. A radiant may have 20 glowing golden charges for light skills. The amount of charges is limited by the skill level and players MND skill, so the player has to decide on what skills they want to charge and of what type. I think a good amount is a maximum of 1 usage per skill level, and 1 charge per 10 MND. Charges are replenished in a designated safe area. In these safe areas the player can also designate what type of charges they have available.

2. Power Skills / Heal Changes - Some skills will have a massive amount of power behind them and require a certain number of charges to use. While other skills will be somewhat weaker but require no charges. Heals will always require charges. To make heals more interesting they all pretty much heal the same amount. The difference is in the variety available and the amount of times the heal can be cast. This way an entry level heal or a generic heal on a class will still be useful compared to some Mega Radiant healer. The only difference is that the Radiant has a greater variety in the types of heals they can cast and the amount of times they can cast the heal. I think a good way to treat healing is basing it off the casters HP. This way a healer has to concentrate both on their own HP and their MND. For instance a single target heal does 100% of the casters HP, and a multi-target does 50% of a casters HP.

3. Monster Player rebalancing - Since heals and some skills will be modified to be used on a limited basis, monsters and players will need to be rebalanced so the player survives long enough to make healing a choice. Right now a player can have their entire HP pool depleted in a couple seconds. It would be more interesting for the players HP pool take around a minute to deplete. This way the player goes from encounter to encounter at varying levels of health and has to decide if they want to use their limited heals to adjust for the upcoming situations. This will mean almost every monster, raid, and class will need to be changed to react accordingly. So the raid and monsters need their attack and HP reduced significantly, player's will need their attack reduced and HP increased.

Edited by Cleffy, 13 February 2014 - 02:00 PM.

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#2 Crftwise

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Posted 22 February 2014 - 02:46 AM

  For a quick fix, they should prob DOUBLE the amount healed from ALL pots. They should also add a "heal ALL" pot that heals 100% of HP. Perhaps gotten by Quest. Would be ok, if put on a timer.... 30 min or whatever.


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