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Post by narana on Feb 19, 2016 6:07:16 GMT -5
I'm really happy at the auto-buff button, it really reduces the tedium of buffing between fights, but whenever i use those 2 buffs i then need to start healing (which can take lots of casts with low level heal spells), bringing the tedium right back.
Would it be possible to have those spells heal the same amount as they increase hp?
edit: come to think of it, out of battle healing always annoys me, whether it be post buffs or after combats, perhaps a better idea would be an auto-heal button besides the auto-buff button, and this would figure out how to heal everyone to full for the least amount of mana
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Post by fallen on Feb 19, 2016 9:14:36 GMT -5
narana - we've talked about it many times, but never come up with a solution that we think will make people happy. Righteous Ferver and Stone Skin are not healing spells. They will not recover HP. If we make them do this, they effectively become a healing spell, and that will be very detrimental to the game's balance. If we added Auto-Heal, we expect that you're going to burn a lot of SP. This might mean casting Myshanna's Tears 4 times because Kjartan is missing 12 HP, and Tamilin is down 40, and Vraes needs 350. We keep looking at it and keep seeing it as a feature that will save clicks but cause a lot of negative feedback because it isn't going to do exactly what each player will want. The cry for Auto-Heal options will be loud and be many. Shudder. Anyway, that's my thoughts today.
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Post by narana on Feb 19, 2016 9:24:08 GMT -5
Yeah i figured it would be a bad idea to put healing on the buff spells, that's why i added that other idea. I had forgotten just how irritating playing with the hp buff and unleveled heal spells was but my current group is really reminding me. Guess i'll just byte the bullet when i have enough crystals to respec a few points into heals, i don't think i could go another 20 hours casting myshanatear1 10 times on vraes each time he casts stoneskin10.
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Post by fallen on Feb 19, 2016 9:25:50 GMT -5
narana - HP potions? We will take another look at Auto-Heal. Maybe if we can find a design that works for it and doesn't leave you cursing and smashing your phone because your Cleric is out of SP every time, we can add it to the game. If we get it right, it could become just as amazing core button of the game, one you press every time.
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Post by narana on Feb 19, 2016 9:34:46 GMT -5
That would be so great, hopefully you figure out a reasonable solution, that's really somewhere i wouldn't mind losing a bit of power in exchange for less annoyance, so more fun.
ps: regarding potions, i can't think too hard about it because otherwise i end up imagining the characters going to the little heroes corner every second turn considering how much i make them chug! gluglugluglugluglugluggggg
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Post by samopop on Feb 19, 2016 11:34:47 GMT -5
I'm not sure about a good interface to this, but I think something that would solve many (most?) people's woes would be to have an option for when a heal is applied out of combat to heal as many times as it takes to completely heal. So, if you apply a single character heal, you could heal that person completely. If you apply a group heal, you could heal the group completely. However, this needs to be a choice somehow so that you can also single apply heals.
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Post by fallen on Feb 19, 2016 13:12:49 GMT -5
samopop - right, that's the tough part. Everyone is going to want a different option for it, and it's not easy to weave into the interface without a huge redo project, which we can't really focus on atm as we've just broken ground on the next round of E4 content.
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Post by Cory Trese on Feb 19, 2016 13:51:34 GMT -5
Stone Skin aside, how the heck do you heal in combat with that build?
When I play low healing, Stone Skin groups I just don't heal after casting Stone Skin.
Later I'll drink a full restore HP/SP Potion and that fixes him right up.
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Post by wascalwywabbit on Feb 19, 2016 13:55:59 GMT -5
Um... It may not be elegant, but how about a confirmation dialog that displays the exact sp cost and how much sp the healer has? Maybe display how much sp will be left for those not doing the math in their heads.
As long as you can heal the current norm too.
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matrim
Star Hero
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Post by matrim on Feb 19, 2016 14:03:12 GMT -5
What about these spells keeping the current percentage of the characters health? So if the character is at 100% health then it keeps it there but if they are at 20% then it also keeps it there (resulting in an 80% reduction of "healing" from the spell). This seems to do what people want, which is the top up when you cast the spell after a battle and full heal but takes out the possible abuse in using it as a heal if you are already low on health.
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Post by Cory Trese on Feb 19, 2016 14:05:19 GMT -5
Interesting suggestion, we'll take that into consideration when we review the design here.
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Post by wascalwywabbit on Feb 19, 2016 14:17:05 GMT -5
What about these spells keeping the current percentage of the characters health? So if the character is at 100% health then it keeps it there but if they are at 20% then it also keeps it there (resulting in an 80% reduction of "healing" from the spell). This seems to do what people want, which is the top up when you cast the spell after a battle and full heal but takes out the possible abuse in using it as a heal if you are already low on health. That sounds pretty good and better than anything I've tried thinking up. Thumbs up!
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Post by narana on Feb 19, 2016 17:08:43 GMT -5
Stone Skin aside, how the heck do you heal in combat with that build? When I play low healing, Stone Skin groups I just don't heal after casting Stone Skin. Later I'll drink a full restore HP/SP Potion and that fixes him right up. With this group i've been using buff and heal spells outside of combat, while in combat heroes dunk delicious potions.
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Post by En1gma on Feb 19, 2016 18:44:38 GMT -5
Allow the buff to heal, but only when you aren't in combat? If you already have the buff, then it wouldn't heal you again for an exploit, as you already have the bonus HP.
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Post by xdesperado on Feb 19, 2016 19:03:14 GMT -5
Been a long time since I played with a Stoneskin Vraes, but my strategy was to get at least one of Kyera's heals up to 150-200 HP range. This limited the amount wasted when she used it on others while letting me use more limited casts on Vraes. As all the heroes HP increases obviously you could increase the level of the healing talent. I liked around 50%-75% average of the other 3 heroes HP as the target number for the heal. Using this strategy let me focus Kyera on just one healing talent, alternatively you could make Tears equal the bonus HP that Vraes gets from Stoneskin and use a slightly leveled Breeze to heal the rest of party.
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