Arctic Mud

ArcticMUD => Game Ideas => Topic started by: Tajs on December 07, 2015, 11:38:58 AM

Title: Healing Cloud
Post by: Tajs on December 07, 2015, 11:38:58 AM
First, I have to say I like the idea about changing healing/curing system!

Second, I would like to suggest, that the change to healing cloud is rather that it cures 25%, 50%, 75% or 100% of max curing; instead of a complete miss chance making it rather unreliable for 8th circle, that's a shame I think. Or reduce duration..

Third, looking forward to coming updates! :)
Title: Re: Healing Cloud
Post by: jrrestad on December 07, 2015, 11:52:30 AM
I don't disagree with nerfing healing cloud somehow.  I would prefer a randomized cure rather than random chance for it to land too.

But really, can we buff up resist element?  Druids should be more utility than curing, and resists have been a little weak for a while...

I always felt druids should have had elemental armor and not shamans.
Title: Re: Healing Cloud
Post by: Gramm on December 07, 2015, 12:22:06 PM
Should just put healing cloud has been removed :p , or is there anything potentially beneficial to the druids using healing cloud this wipe in that deal?
Is it a % chance to heal the ENTIRE group? or only two still max?
Does it heal potentially more hps returned? or.. the exact same?
Can you actually rely on a druid in the place of a shaman or a cleric for most places still?
Can we make stoneskin essences a higher % load or give some kind of back rub to those poor souls that would be druids? :p

haha druids are seriously strong at full legend level, but I hope this isn't overcompensation for being rickjamesmode!!
unless the idea is to scare us all into becoming shamen!
Title: Re: Healing Cloud
Post by: RichE on December 07, 2015, 12:28:59 PM
So Druids can no longer take the spot of a Cleric.  That shouldn't be a bad change, or an unexpected one.
Title: Re: Healing Cloud
Post by: eddiex on December 07, 2015, 12:39:00 PM
Gramm. I don't think druids were ever intended to supplement healers and shamans as Primary Healers.  They have been OP for several wipes now.  This change now brings them back to their support role.  (Stoneskin, area Primal Fury, backup group healer, area damager).  Removing healing cloud completely... i hope you were being sarcastic... because I personally wouldn't mind them doing it.... but the chorus of whine would increase 10 fold.

A druid who has a Healing Cloud at legend (assuming it doesn't change further) will land 1 massive cure to the lowest hp player in group most rounds.  Occasionally 2 people and occasionally none (assuming the change works as specified).  This only makes druids unplayable for people who have become accustomed to having an OP cure bot who can keep an entire group healed with a #action {The cloud of light blinks}{c 'h c'} trigger < or something to the effect.

P.S.  Stoneskin is now buffed due to the debuff of Healing Cloud.  Mem more.
Title: Re: Healing Cloud
Post by: Gnua on December 07, 2015, 12:47:55 PM
So Druids can no longer take the spot of a Cleric.  That shouldn't be a bad change, or an unexpected one.

I think the idea is that there will be gear to increase the cloud rain % and so druids will need eq to take the place of a cleric. Perhaps ungeared legendary "trash healing" will become significantly less powerful but geared healing could be more powerful than before but such a character would then be occupying eq slots that were otherwise dedicated to +slot, +hp, spellsaves, etc...
Title: Re: Healing Cloud
Post by: Gramm on December 07, 2015, 01:08:38 PM
It was some of it sarcasm yes eddie and rich! but only the line about replace clerics. shaman OR druids should not be able to replace a cleric. Both of them have damage, shamans have more physical damage and druids have more spell damage. But I personally notice a problem convincing people to play a cleric at all. If clerics don't do any damage in comparison to a shaman or a druid prelegend, why should either a druid or a shaman be able to touch them.

And if healing cloud was removed it would be kinda neat to see what fun spell it might be replaced with also, I agree with maybe removing it entirely, replace it with steelskin spell or something, that you could cast on others. I personally don't use cure critical after I get healing cloud with a decent amount of % healing done because granite hand and primal fury are just too strong in comparison for that slot.
But if trying to get druids back to non healing types overall then it WOULD be good to remove it and just give them some huge 8th slot damage spell, or strong shieldbuff.
Of course this is all based on an opinion that healing cloud WILL be weak. But if it is not as hurting as I fear being a druid player then perhaps this is all just boohoo for no reason :p Guess we will have to see.

Title: Re: Healing Cloud
Post by: reed23 on December 07, 2015, 01:25:00 PM
I'm with everyone else on this one.  The % to hit makes druid supplement healing very unreliable and therefore, druids will get left out of 8mans attempting to do harder fights.  Based on previous conversations, I think the objective of the immortals was to allow lower group sizes to do more with less from a class standpoint.  This doesn't follow that same train of thought.  I would recommend nerfing hard the healing done, similar to what has happened to clerics, and allow druids to build their heal cloud back up based on gear they acquire for +healing done.  I do think that 300 dam p/round from 2 clouds was a bit much on a naked legend druid.  Maybe a naked legend druid's cloud would do 50-75 dam per/cloud and a fully geared legend druid would do 100-125 p/cloud.
Title: Re: Healing Cloud
Post by: reed23 on December 07, 2015, 01:33:53 PM
I'd also like to say with druid going to more of a utility role, Veil of Ice should get a buff.  No one ever uses it with its current duration (2 rounds).  I think it could be a very very nice spell if it went to 5-7 rounds.
Title: Re: Healing Cloud
Post by: Hoss on December 07, 2015, 01:46:10 PM
complete sentences Gramm...
Title: Re: Healing Cloud
Post by: eddiex on December 07, 2015, 02:31:04 PM
Gramm you are sorely mistaken that shamans are better than healers at direct damage or in any form.

Shaman at legend: most of the better spirits extremely or massacre (standing)when amplified at best
Shamans can also double annihilate or even oblit with a great prime and some damage. Casting also takes away the shamans melee round.

Cleric at legend: Can animate 3 auto hasted double annihilate or obliterate (standing) corpses. Rapture turns a dwarven smasher into an annihilating obliterating weapon and they don't lose melee combat round when casting and mem in battle to boot.

Beyond this clerics also have greater frags than shamans. (cause light, serious, crit, harm, flame strike, dispel evil/good, soul leech, sunbolt, Sunray , and holy word) as opposed to (vile spirits and soul leech only).

Heal has also been significantly stronger than regen from levels 21-28 at least. And still superior even to a level thirty shamans regen. Have you ever tried to solo heal a zone as a non legend shaman? It won't be pretty.

The fact is both Clerics and Shamans primary roles are healing. They should be equally or near as efficient as each other. Just because Druids (who never were intended as a primary healing class) got gimped, does not mean they should gimp a class that is primarily a healer.
Title: Re: Healing Cloud
Post by: Zozen on December 07, 2015, 02:41:16 PM
A couple classes won't be viable for 8 man for end game pve...doesn't mean they aren't a viable class for other means. Healing cloud was stupid. I would have preferred to see it removed or given to healers under the name healing mist and healing mist to Druids and call it healing cloud.
Title: Re: Healing Cloud
Post by: muddeer on December 07, 2015, 03:51:45 PM
These changes suck.  Arctic was already too gear dependent, and it's getting worse and worse every wipe.  People are afraid to lose their shinies, so don't fight and hoard their good stuff on storages.  We need a game that's more player-skill and knowledge dependent, not on which clan you belong to or who your friends are.

Arctic is now just a competition to see who gets the best gear.  No wonder everyone wipe-day rush now days and then the mud is dead rest of the wipe;  all wants to grab the shinies, declare themselves the winner and deep rent.  Why keep playing?  To chase decays?
Title: Re: Healing Cloud
Post by: Beryv on December 07, 2015, 05:53:16 PM
Do you play naked characters when you play? All this does is add another element to the equation of how people gear their casters. More slots? More saves? More healing done? If anything I see an increase in options meaning more useful gear being spread out across a smaller population. Just like lower stats make certain plus stat gear more desirable so too will this have an affect on increasing the desirability of gear that might have previously been overlooked or deemed not great.

The game already rewards knowledge and there is of course stuff out there that has not even been figured out. If that's what gets you off you can sit in mystic, Uth, cot or a whole other assortment of other zones I won't bother mentioning for days and see if you can find the hidden treasures.
Title: Re: Healing Cloud
Post by: Gramm on December 07, 2015, 05:57:27 PM
Ok I guess this makes more sense from that aspect.. druids were a lot bit too strong even in their birthday suits.
rabble rabble rabble They took errr heals!
looking forward to seeing most of these new changes and the wipe thanks for updates.
Title: Re: Healing Cloud
Post by: muddeer on December 07, 2015, 06:53:10 PM
Do you play naked characters when you play? All this does is add another element to the equation of how people gear their casters. More slots? More saves? More healing done? If anything I see an increase in options meaning more useful gear being spread out across a smaller population. Just like lower stats make certain plus stat gear more desirable so too will this have an affect on increasing the desirability of gear that might have previously been overlooked or deemed not great.

Maybe my post wasn't clear, but I think gear becoming more important is BAD, not good as you think.  It means more gap between casual and hardcore players.  It means bigger difference between small and big clans.  It means new players have even less chance of beating vets, regardless of how smart or creative he is, and have larger humps to get over to close that gap.

The player knowledge of gear loading zones you are talking about is just one of many types of knowledge that SHOULD determine success.  Knowledge of game mechanics, how to play a class properly, tricks in pk fights, good hiding and ambushing spots, creative ways to beat a big mob, etc...  All of these facets of the game, along with player skills like quick thinking and proper decision making, become less and less important as what equipment you are wearing becomes more important.

And how many players actually figure out zones to load gear for themselves?  Vast majority just learn it from others or, not even that, simply follow his clan around.  And making gear so important makes these players to be more "successful" than those who are actually better players.  It would be nice if players can spend more time learning the game, zones, and how to play better, rather than having to forced to chase decay after decay because YOU SUCK WITHOUT THAT GEAR.
Title: Re: Healing Cloud
Post by: corey on December 07, 2015, 07:03:11 PM
Hoss - Good changes for the most part but I disagree with the druid one.

One person mentioned they'll be unreliable and that's completely fair to assume that - they will be.

Instead of making the proc chance 50%:

 - keep proc chance at 100%, reduce healing by 50%
 - keep proc chance at 100%, reduce healing by 75%, add 50% chance to go off twice, 20% chance to go off thrice
Title: Re: Healing Cloud
Post by: Beryv on December 07, 2015, 07:14:47 PM
Well muddeeerrr, I have to disagree. I think making more gear desirable adds parity to the game as opposed to increasing the disparity between the elite and the rest of the mud.
Title: Re: Healing Cloud
Post by: muddeer on December 07, 2015, 07:25:15 PM
Now if this cure change works like casting levels for mages, then it won't be bad.  There is a max to how many CL's you can have, and getting that max isn't difficult for even casual players.

But the fact that you can cure for 120 with a cure light suggests that there will be some rare gear with OP +heal%.  Wonder who will end up with those.  So, ya, this change will definitely will not bring parity "between the elite and the rest of the mud".

Even if it did, doesn't change my main discontent with the direction that Arctic is taking.  Gear dependence reduces importance of player skills and knowledge, and forces those of us who are not interested in being gear whores to become one, because most classes are now useless if not fully equipped.
Title: Re: Healing Cloud
Post by: Alecto on December 07, 2015, 08:04:49 PM
I suspect that the motivating idea for the 36s is that players will have to make a CHOICE...more heals or higher heal%, load up on +wisdom or load up on +hp, etc.  There is a flip-side to this, of course, which I don't think many have explored - there are healing_received flags as well.  If access to both healing_done and healing_received are being increased in the game this could be a net gain for almost any player who is willing to experiment. 

However, I do agree that the inconsistency of healing cloud will now effectively take druids out of the "top 8" for the biggest fights in the game.  Clerics are back, baby!

See everyone Saturday!

p.s. How is the efficacy of heal potions impacted by this change?  The idea that I might need EVEN more heal pots for the Rose quest fight is a little daunting...
Title: Re: Healing Cloud
Post by: Morte on December 07, 2015, 10:01:12 PM
mass r.i.p. in some zones is going to be gg until everyone has backup gear and characters.
Title: Re: Healing Cloud
Post by: snax on December 07, 2015, 10:53:35 PM

However, I do agree that the inconsistency of healing cloud will now effectively take druids out of the "top 8" for the biggest fights in the game.  Clerics are back, baby!

See everyone Saturday!

p.s. How is the efficacy of heal potions impacted by this change?  The idea that I might need EVEN more heal pots for the Rose quest fight is a little daunting...

Legend entangle and areas are enough to give a druid one of the top 8 group slots.  Stun is how an 8v8 is won, and legend entangle still remains pretty much one of the most deadly forms with nightmare's super nerf, the proposed blastwave corrections, and the sketchiness of prismatic....and yeah I won't even comment on how unreliable the cleric holy waste of 2 rounds mass stun spell is.

Title: Re: Healing Cloud
Post by: Kadaj on December 08, 2015, 05:12:21 AM
The overall changes are exactly what this game needed as far as a cleric POV. Having to actively select which cure to use at the current time and on who will make playing a healer more of a skill match up rather than X is at v.bad, press alias to heal X.  The actions taken during a fight is going to be awesome compared to simply just healing. The druid change I'm not sure about. Having one of their 8th circle spells be completely RNG is bad. I agree with most posts here that the proc should be 100% but the healing amount, 25, 50, 75, 100 be dependant on their +healing/healing factor.  Good changes, excited about the wipe for sure!
Title: Re: Healing Cloud
Post by: Gnua on December 08, 2015, 09:35:29 AM
Do you play naked characters when you play?

You mean apart from doing a CR? Some of us do. Main tanks sometimes have a trash healer and vice versa.  Sometimes it is the legend that is naked and the alt that is geared. Though if more +stat/+healing gear starts loading in zones that load things like forcebolt and cloak of bravery, it might encourage some of the trash/alts to put on some clothes and the mains to make some choices. I dont like putting clan gear on an alt.
Title: Re: Healing Cloud
Post by: Beryv on December 08, 2015, 09:45:57 AM
Even better if this means somebody won't roll that 4th or 5th alt because they have nothing better to do and won't be able to equip it/coin it properly to maintain gear. Personally I would increase rents on gear across the board and even more so on elite items to avoid storage/deep renting.
Title: Re: Healing Cloud
Post by: jrrestad on December 08, 2015, 10:07:13 AM
These changes suck.  Arctic was already too gear dependent, and it's getting worse and worse every wipe.  People are afraid to lose their shinies, so don't fight and hoard their good stuff on storages.  We need a game that's more player-skill and knowledge dependent, not on which clan you belong to or who your friends are.

Arctic is now just a competition to see who gets the best gear.  No wonder everyone wipe-day rush now days and then the mud is dead rest of the wipe;  all wants to grab the shinies, declare themselves the winner and deep rent.  Why keep playing?  To chase decays?

I think you're looking at this the wrong way.  You think these changes will help the elite player and hinder the average one. 

Take, for example, the class set items.  The set bonuses are very good, and yes you have to work a little to achieve the full set.  However, these pieces offer the average player something that's achievable.  Whereas when I load a class specific set piece I usually drop it or sell it.

I believe this change is, initially, a nerf across the board.  Then, once you play your character and load a few pieces of gear you can play at a competitive level.  Hopefully this change will make clerics/shamans a more viable class to play, instead of logging my legendary trash cleric to heal a zone when no one else is around.
Title: Re: Healing Cloud
Post by: Super Tacoman on December 08, 2015, 01:13:58 PM
the result of casting level getting put in the game for me was that i never played a mage again.  i didnt want to have to worry about my gear all the time.  now they are basically moving toward every class needing casting level.  i dont think i will like this new game arctic is turning into.
Title: Re: Healing Cloud
Post by: eddiex on December 08, 2015, 01:17:02 PM
I disagree with the idea the Proc should land 100% of the time.  It seems like ideas (particularly ones that would like the cloud to be able to do 100% of its capability in previous wipes) basically want equipped druids to remain unchanged.  How can people justify a legendary character that is extremely hard-bash(even harder when sitting bash and damn near no bash with very few bash mod items) which is able to heal it self 300 hp a round for 7 rounds.  Does this not make them virtually unkillable?  If it capped at 150-200 hp a round (total split between the 2 procs) that may be more reasonable, but even then you are giving solo druids a 150-200hp lim dam a round (and all they have to do is cast a stone skin while cloud is up to return right back to full health, Guaranteed).

Druids existed before healing cloud.  Currently, they have arguably the strongest direct damage frag in the game.  They can make their group hit like maniacs with primal fury. They have the most effective control spell in the game in legend entangle. And can negate almost all melee damage with stone skin for a number of hits/rounds.  Druids remaining able to also heal themselves (while solo for 300 hp a round) or brainlessly group heal is unacceptable.

Healing cloud still remains in the game and can be used to help with group healing.  You just cannot guarantee it saving your ass as a primary option. 
Title: Re: Healing Cloud
Post by: Gnua on December 08, 2015, 02:47:25 PM
the result of casting level getting put in the game for me was that i never played a mage again.  i didnt want to have to worry about my gear all the time.  now they are basically moving toward every class needing casting level.  i dont think i will like this new game arctic is turning into.

Perhaps the problem is that your main looks too much like the "trash-alts" of more dedicated players. An earlier post made it sound like Beryv wanted to discourage people from rolling alts by making it both difficult and necessary to coin/gear them. Unless there is a good way to separate trash-alts from casual-mains, then changes to discourage one will also discourage the other.

I think many people stopped playing trash mages after CL came in. I think this was and still is considered a good thing. The same reasoning could be applied to other caster classes. I stopped playing clerics and switched to Shaman when Shesh pointed out that you have to gear them (+heals) and spell them.
Title: Re: Healing Cloud
Post by: corey on December 08, 2015, 06:19:52 PM
I disagree with the idea the Proc should land 100% of the time.  It seems like ideas (particularly ones that would like the cloud to be able to do 100% of its capability in previous wipes) basically want equipped druids to remain unchanged.  How can people justify a legendary character that is extremely hard-bash(even harder when sitting bash and damn near no bash with very few bash mod items) which is able to heal it self 300 hp a round for 7 rounds.  Does this not make them virtually unkillable?  If it capped at 150-200 hp a round (total split between the 2 procs) that may be more reasonable, but even then you are giving solo druids a 150-200hp lim dam a round (and all they have to do is cast a stone skin while cloud is up to return right back to full health, Guaranteed).

Druids existed before healing cloud.  Currently, they have arguably the strongest direct damage frag in the game.  They can make their group hit like maniacs with primal fury. They have the most effective control spell in the game in legend entangle. And can negate almost all melee damage with stone skin for a number of hits/rounds.  Druids remaining able to also heal themselves (while solo for 300 hp a round) or brainlessly group heal is unacceptable.

Healing cloud still remains in the game and can be used to help with group healing.  You just cannot guarantee it saving your ass as a primary option.

Keep in mind druids were refreshing machines before healing cloud
Title: Re: Healing Cloud
Post by: eddiex on December 08, 2015, 06:31:17 PM
Way to deflect the truth. Druids were my favorite class before healing cloud, granite hand, and when stone skin loaded on cyan. I also listed a number of reasons why Druids are good beyond healing cloud.

I can make the same straw man. Now Druids are refresh, primal fury, and healing cloud machines. Yay so exciting.
Title: Re: Healing Cloud
Post by: Morte on December 08, 2015, 06:33:24 PM
Even better if this means somebody won't roll that 4th or 5th alt because they have nothing better to do and won't be able to equip it/coin it properly to maintain gear. Personally I would increase rents on gear across the board and even more so on elite items to avoid storage/deep renting.

perhaps a better idea! rent cost increases the longer you stay rented. if you dont log in 3 days it doubles and so on.
Title: Re: Healing Cloud
Post by: snax on December 08, 2015, 08:21:29 PM

Keep in mind druids were refreshing machines before healing cloud
yes so let's take away refresh from the poser classes. 
Title: Re: Healing Cloud
Post by: Gramm on December 08, 2015, 11:17:10 PM
Its fine letting scouts refresh, just remove that stupid notrack flag. and yes it IS stupid.
Title: Re: Healing Cloud
Post by: snax on December 08, 2015, 11:57:01 PM
Its fine letting scouts refresh, just remove that stupid notrack flag. and yes it IS stupid.

scouts having refresh is like nambla giving lollipops to children in the schools.  It's more stupid.  the Notrack flag is fine.  No more sweets from strangers #saveacoweatalentilburger
Title: Re: Healing Cloud
Post by: Kadaj on December 09, 2015, 05:12:37 AM
IF the healing cloud is going to have 100% chance to hit, the healing needs to be significantly reduced where a naked druid will have cure lights raining down on the group. If the proc chance is 50%, the healing could possibly go up a little bit. Anything that's RNG in a game is asking for trouble. I do agree with Eddie that right now, as the current healing goes....a fully spelled, trash druid is so useful and on par with a naked shaman with a crude staff and five spirits. I honestly like the changes to the actual healing part of the spells, I think it would be awesome to be a healer with a ton of +healing and actually cast spells every round and picking and choosing between cure light, serious, crit and heal.
Title: Re: Healing Cloud
Post by: Jorquin on December 09, 2015, 05:53:04 AM
My 2 cents...
From a purely logic based perspective:

1. If total healing per spell is on average reduced, the average number of healing spells required to mitigate damage from enemy combat rounds goes up. As a result, the value of blocking/reducing the potency of moderate to high damage hits goes up significantly.

2. If the average number of healing spells required to mitigate damage from enemy combat rounds has increased due to a healing change then the chance that combat memming is required during any difficult fight increases. As a result, spells that are well suited to covering this "healing gap" will have increased value.


If I were to make an educated guess, I would say druids will be one of the big winners from these changes overall.
Title: Re: Healing Cloud
Post by: jrrestad on December 09, 2015, 09:57:32 AM
And because we need 2 clerics, a shaman, and a druid in a group, and group size is limited to 8 now, less tanks in a group, more damages per tank, more damage I can hoard!
Title: Re: Healing Cloud
Post by: reed23 on December 09, 2015, 12:37:21 PM
My 2 cents...
From a purely logic based perspective:

1. If total healing per spell is on average reduced, the average number of healing spells required to mitigate damage from enemy combat rounds goes up. As a result, the value of blocking/reducing the potency of moderate to high damage hits goes up significantly.

2. If the average number of healing spells required to mitigate damage from enemy combat rounds has increased due to a healing change then the chance that combat memming is required during any difficult fight increases. As a result, spells that are well suited to covering this "healing gap" will have increased value.

If I were to make an educated guess, I would say druids will be one of the big winners from these changes overall.

Jorquin, Stone Skin does block/reduce the potency of moderate to high damage MELEE.  I agree.  However, stone skin isn't very affective with fights with lots of minion type mobs whose v.hard hits wear down the stone skin as much as obliterates do.  If druids niche is going to be resistance/protection/whatever you want to call it, their magic protection needs to get a buff.  Resists are Okay as of right now.  Veil of ice needs a buff.  Bottom line.  It lasting 2 rounds is laughable.  No one would ever mem an 8th slot spell that will last 2 rounds.....  I think some attention needs to be thrown its way.  Even if it was 4 rounds it would be workable.  5-6 would be better.  We all know that in bigger fights, the melee damage is never the main issue.  It is the area barrage of the stuns, prisms, blastwaves, specs, etc. that hurt the group the most.  If druids are to be valued to protect the group against those attacks, I think their magical resistance need some looking at.
Title: Re: Healing Cloud
Post by: Gramm on December 09, 2015, 01:11:00 PM
Rabble rabble rabble more 8th slot power!!
Title: Re: Healing Cloud
Post by: Zozen on December 09, 2015, 01:32:55 PM
Gram your spot at the kids table is reseved.

Reed-- agreed. I like the resistance increase idea.  I guess the balance with stone is to make sure on the pvp side it isn't too beefy of a shield.
Title: Re: Healing Cloud
Post by: eddiex on December 09, 2015, 01:52:44 PM
I like the idea of increasing the duration of veil of ice to make it a more usable option in the 8th slot.  It seems like a good change that would fit more in line of druid as a multi-purpose support role.  It may also heal the cloud full of tears we have seen a little bit. 
Title: Re: Healing Cloud
Post by: kanu on December 09, 2015, 07:31:10 PM
I feel like parry is actually going to be super useful in this arrangement.
Title: Re: Healing Cloud
Post by: Chisul on December 10, 2015, 06:02:19 PM
Screw parry. If you really want to shake things up, give warriors fence and ripost.
Title: Re: Healing Cloud
Post by: Gramm on December 11, 2015, 01:57:00 AM
As if warriors need ANYTHING else, lolol lets just model them after the chuck Norris mob! yay no more hastegear
Title: Re: Healing Cloud
Post by: Jarrad on December 11, 2015, 06:31:48 AM
There is multiple ways to code the proc going off. Could be a simple check on the cloud once per round will I heal yes or no. Or this check could be done per damaged character in the group. As it stood it was way OP and if it fires cure serious with legend stacked with heal boost and equipment mods it will still do around 200-300 when it fires. The element that made it most op was that it targeted the most damaged character in the group, if it checks each character that is damaged in an 8 man group it will probably spec every round in a big fight but it creates a random factor that is more balanced
Title: Re: Healing Shroud
Post by: snax on December 11, 2015, 06:57:04 AM
Idea: Rename Healing Cloud and replace dialogue.
target: %name wraps furry manhairs across your bodice and oozes sweat across your wounds.
local: %name starts doing some pervy shit with %target.
self: You feel a boner as you make %target feel more loved.
Gauntlet:  Ah! Sustenance!

or not.
Title: Re: Healing Cloud
Post by: Gramm on December 11, 2015, 12:55:12 PM
I THINK that was a haiku??
Title: Re: Healing Cloud
Post by: Jorquin on December 11, 2015, 01:45:11 PM
What the hell is wrong with you people?
Title: Re: Healing Cloud
Post by: Alecto on January 15, 2016, 08:56:42 PM
Where should I even begin...