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PostPosted: Wed Oct 27, 2010 5:46 am 

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crimson wrote:Lol the one problem I see with this, is that if you put healing to 100, everyone who wanted to make a warrior and use melee and archery without a negative point
that's what i meant to say,
but ya i forgot that war-mages can't wear heavy armor too.. so it would be little balanced.

maybe 80 healing would be cool.

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PostPosted: Wed Oct 27, 2010 8:25 am 

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Rippa wrote:so you are saying the mage class should have a cap at magery na thats just retarded bro...I agree about tanks though.
It sucks, but like Snoopy pointed out, the only way to get healing out is to balance out the other skills. The other skills that are: Lumberjacking, Inscription and Provocation. I don't see Bob increasing the healing amount any higher than it already is by lowering those 3 skills mentioned. It's either we deal with lowering the magery to about 95-90 or we are stuck with a class no one will touch because of the 50 healing cap.

Really if you think about it, which I have, this is the only possible solution that Bob would agree on because it does balance the increase in healing with a slight decrease in magery.


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PostPosted: Wed Oct 27, 2010 8:51 am 

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id say capped at 95 just because im pretty sure thats daemon poly and a raced mage should be able to do that. the other thing to consider with this is make it so parry cant be trained so if someone wants that to be their pvm class then they have to sacrifice not being able to use a shield.

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PostPosted: Wed Oct 27, 2010 9:59 am 

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I don't think parrying should be effected in anyway, IMO.


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PostPosted: Wed Oct 27, 2010 10:22 am 

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You all might want to talk about the possibility of discussing healing (bandages and spells) for those 2 classes instead of a trade off of magery for the better healing

Examples:
Longer Delay for classes
Lower Heal Amount
Ect.

As mages should use magic to heal there might be a penalty or suggest
Race Mages get higher heal amount with spells
Heal spells cost lower mana
Ect.

Since this post is mainly about the problems of healing with the two classes try to focus on that. If there are other big issues (nothing minor) feel free to talk about those as well.


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PostPosted: Wed Oct 27, 2010 12:00 pm 

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That is actually a pretty good idea to this about, thanks a lot Sparger :D

If anything I think the amount of healing done with the spell should be higher, less mana required for the spell, and healing with bandies will still heal you, but not as much as it should and would. Even if the person trains Anatomy to GM there should be an increase in healing, but slightly.


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PostPosted: Wed Oct 27, 2010 12:27 pm 
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Sparger wrote:You all might want to talk about the possibility of discussing healing (bandages and spells) for those 2 classes instead of a trade off of magery for the better healing

Examples:
Longer Delay for classes
Lower Heal Amount
Ect.

As mages should use magic to heal there might be a penalty or suggest
Race Mages get higher heal amount with spells
Heal spells cost lower mana
Ect.

Since this post is mainly about the problems of healing with the two classes try to focus on that. If there are other big issues (nothing minor) feel free to talk about those as well.
pretty cool idea about amounts healed for a race mage...I think they should heal higher.

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PostPosted: Wed Oct 27, 2010 12:55 pm 

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Rippa wrote:pretty cool idea about amounts healed for a race mage...I think they should heal higher.
I think the spell should heal higher and the amount healed with bandies be lowered.

Have healing with the spell be slightly slower and cost less mana.

Healing through bandies heals less, but can be slightly increased through Anatomy.

Anyone else think this sounds good or other suggestions floating around?


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PostPosted: Wed Oct 27, 2010 2:31 pm 

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well sparger there already is a delay added for having magery honestly i think the healing system would be fine and it honestly makes sense that war-mages anyways shouldnt be able to have gm magery...

maybe cap anatomy as well with mages at 80 instead of dropping magery 5% otherwise i think the heal system is fine and screwing with overall amounts would just be a bad idea imho.

edit: best way to fix a problem is to keep the solution simple.

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