Posts: 34
Threads: 4
Joined: Sep 2015
Reputation:
0
Quote:Dawnblade Enchantment - This spell will imbue a target’s weapons to spellstrike 10 magic healing damage 3 times in the next 10 minutes, but it can only be inflicted on undead.
So, the damage call for dealing "10 magic" then telling newbies they can't heal from it is cumbersome.
If this amount is reduced to "Magic strike 5 healing" 3x, or " 5 Healing" 3x, depending how you want to play it, then it could heal people, and be dealt against undead, while remaining balanced against spells of it's level.
The biggest problem is, unless you want to create a boffer weapon which heals, it is very cumbersome to deal extra damage to undead unless it has the "light" suffix, as such, I feel that all healing magic delivered to undead should come in the form of magic strikes, or, that effects which only harm undead, should have their own suffix.
Having their own suffix makes a lot of sense, as it lets one affix damage suffixes to harm and destroy undead spells, without them healing the living. something like "Corpse bane" two sylables, just as easy to say as healing.
Posts: 241
Threads: 22
Joined: Jun 2015
Reputation:
0
(01-12-2016, 12:39 AM)crowles Wrote: Quote:Dawnblade Enchantment - This spell will imbue a target’s weapons to spellstrike 10 magic healing damage 3 times in the next 10 minutes, but it can only be inflicted on undead.
So, the damage call for dealing "10 magic" then telling newbies they can't heal from it is cumbersome.
If this amount is reduced to "Magic strike 5 healing" 3x, or " 5 Healing" 3x, depending how you want to play it, then it could heal people, and be dealt against undead, while remaining balanced against spells of it's level.
The biggest problem is, unless you want to create a boffer weapon which heals, it is very cumbersome to deal extra damage to undead unless it has the "light" suffix, as such, I feel that all healing magic delivered to undead should come in the form of magic strikes, or, that effects which only harm undead, should have their own suffix.
Having their own suffix makes a lot of sense, as it lets one affix damage suffixes to harm and destroy undead spells, without them healing the living. something like "Corpse bane" two sylables, just as easy to say as healing.
Here is the thing, it's a healing sphere. So having the carrier shows what kind of magic is being used. And the idea is you are hitting someone, therefore it becomes an aggressive and offensive tool. The idea is that you are swinging your weapon at a friend to heal them is ridiculous. And to give skills that hurt undead means you are removing from other classes and spheres of magic. This is unique, and as a former healing templar, I like it. It makes this sphere offensive for those people who enjoy killing undead.
Zaydesh Hakaar
Male Fire Elf. Dark clothing Black plate w/ leather mask. Red neck wrap. Bastard sword.
Erik Koudys
Posts: 241
Threads: 22
Joined: Jun 2015
Reputation:
0
(01-11-2016, 02:51 PM)crowles Wrote: (01-11-2016, 02:40 PM)Briab Wrote: Quote:I don't like 1st recover ability, as it is less useful than goodberry with the working in question, it stands to reason that the healing school should always be the best healers.
There is a lot of power hidden in this spell, and although I appreciate that goodberry is a life saving wonder tool, we need to look at some of the benefits here.
- Recover can be cast instantly and delivered from a distance
- Recover will allow the target of the spell to instantly operate at full capacity
Compare this to goodberry where the player must cast the spell first, stand next to the player, do a count to feed the berry to the target, the target must then actually eat the berry, then and only then is the player at 1 body. You would then need to feed them a second berry to bring them back up to 2 allowing them to run or use skills.
I can respect that, I understand that the intent of the spell is to serve as the perfect pick me up, but it reduces the out of combat utility of healers, and lets be honest, a lot of people who take the healing school are non-combat players.
One spell does not weaken the sphere. This one actually bolsters it. If target is at 0 or less, any amount of healing brings them to 1. This spell means that they instead just go to 2 regardless. No need to pump 2 spells into them when you can use just this one. And to say this does not help the non-combat healers, that isn't entirely true. When the Hospital has stablized warriors in the tavern, 1 caster with 5 1st circles can get 5 warriors back into the fight, instead of needing 2 casters with also 5 1sts each.
Zaydesh Hakaar
Male Fire Elf. Dark clothing Black plate w/ leather mask. Red neck wrap. Bastard sword.
Erik Koudys
Posts: 34
Threads: 4
Joined: Sep 2015
Reputation:
0
I understand how the spell is useful, but I feel that limiting it's utility to a "pick-me-up" isnt a solid idea.
I love that it does that, and that's awesome. But the previous spell was used for "shitty pick me up" and a "top me up", but was used in the " pick me up" capacity at a much higher frequency.
So the spell is better, 100%, but it lost a bit of it's out of combat utility.
Is there any reason why it cannot just heal 3 or 5 health.
Posts: 241
Threads: 22
Joined: Jun 2015
Reputation:
0
Because a 1st circle should only have so much capability. It's not suppose to be a jack-of-all-trades spell, it's just suppose to be a 1st circle spell. and given it's sole use, it's amazing! Just because you cant heal you standing friends balances the spell in that spell slot.
Specializing the spell makes it better than making it a utility. This spell gives healing casters a leg up on doctors in early game, where doctors become just as good if not better later on. This spell gives me a reason to want to play a healing caster again.
Zaydesh Hakaar
Male Fire Elf. Dark clothing Black plate w/ leather mask. Red neck wrap. Bastard sword.
Erik Koudys
Posts: 1,088
Threads: 87
Joined: May 2014
Reputation:
10
(01-12-2016, 10:49 AM)Solas Ri Wrote: Because a 1st circle should only have so much capability. It's not suppose to be a jack-of-all-trades spell, it's just suppose to be a 1st circle spell. and given it's sole use, it's amazing! Just because you cant heal you standing friends balances the spell in that spell slot.
Specializing the spell makes it better than making it a utility. This spell gives healing casters a leg up on doctors in early game, where doctors become just as good if not better later on. This spell gives me a reason to want to play a healing caster again.
I think casters eventually outscale doctors, except in terms of 'theoretical' healing (A doctor can heal each person once per day, which will eventually go past what a healing caster can do).
The reason that the spell doesn't heal a flat 3 (or 5) is that any healing cast on someone at -1 puts them to 1. It then takes 2 healing spells to get them to functioning (2 or higher). I do think it was a major improvement that it puts them to 2. I know everyone plays their healers differently, but I would refuse to use my 1st levels except for stabilizing someone because, as far as I was concerned, anyone that needed 2 could suck it up for a little while
Piece of garbage fire looking Einher.
Posts: 5
Threads: 0
Joined: Feb 2014
Reputation:
0
01-19-2016, 04:55 PM
(This post was last modified: 01-19-2016, 04:57 PM by EvilRob.)
I just had an idea for a different 9th level spell.
Circle of Recuperation:
Caster creates a circle around themselves that bestows the recuperation effect on anyone inside the circle. The circle lasts 1 hour or until the caster leaves the circle.
Other healing spells the caster casts while in the circle are doubled in value. The caster denotes this by saying "boosted" before calling out the boosted damage.
"I invoke healing to Cure Critical Wounds. Boosted 40 body healing." Undead would take 80 body in this example.
This means the circle is primarily used between fights to help groups of people recover, however, if the healer intends to pump a lot of healing into undead in one shot, this spell will significantly boost their healing output at the cost of mobility. If the caster leaves the circle its effects end, so they have to stay in one spot to make use of the boosted damage, but could still duck, dodge and weave from incoming attacks.
Healing circle is a 1st level ritual, so this spell would infringe on it somewhat, but it balances that by having a smaller duration and forcing the caster to remain inside the circle in order for it to remain active.
Also, I mentioned the recuperation effect may be too close to the alchemical regeneration effect and may cause confusion. regardless of which effect ends up in the healing sphere, this spell would work both ways.
Lead Shaper Jericho - 2014
Armour Marshal - Jericho
rob@larp.ca
email is the best way to contact me.
Posts: 1,088
Threads: 87
Joined: May 2014
Reputation:
10
Question: Would a life cast inside the circle count as two for the purposes of reviving those that need two? If yes, I can see this spell seeing a lot of use (not saying that as a bad thing, either.)
Piece of garbage fire looking Einher.
Posts: 34
Threads: 4
Joined: Sep 2015
Reputation:
0
We keep bringing up this healing circle idea. How bout we just give them healing storm. Unlimited 5healings until they move their feet.
Posts: 5
Threads: 0
Joined: Feb 2014
Reputation:
0
01-21-2016, 01:21 PM
(This post was last modified: 01-21-2016, 01:22 PM by EvilRob.)
(01-19-2016, 08:05 PM)crowles Wrote: We keep bringing up this healing circle idea. How bout we just give them healing storm. Unlimited 5healings until they move their feet.
Unfortunately this would be far too powerful. It would offensively allow you to rain damage down on undead without the risk of hurting your allies. In fact, any "friendly fire" would be a benefit to the person hit.
Also, you could heal all of town for their entire body in a much shorter span of time then the circle suggestion.
Lastly, it would be unlimited healing from a bleed count. Currently 1st aid takes a minute, and anything else would be a spell or effect that takes resources. The circle wouldn't heal them in time to stop their bleed count so they would still have to be stabilized before they are left in the circle to heal. Currently there are armour discussions surrounding how fast smiths can repair armour and the fact that it is forcing some monsters to be up-stated because of it. If we introduce healing storm that would only exasperate that problem.
Lead Shaper Jericho - 2014
Armour Marshal - Jericho
rob@larp.ca
email is the best way to contact me.
|