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 Star Wars Galaxies - An Empire Divided
 SWG - Chapters and Updates
 Chapter 6: The Evolution of Self Healing
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robiwan
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1035 Posts

Posted - 11/05/2007 :  19:51:05  Show Profile  Send robiwan an ICQ Message Send robiwan a Private Message  Reply with Quote
Odkaz: http://forums.station.sony.com/swg/posts/list.m?topic_id=326928

The Evolution of Self Healing

Self heals and self healing items will now activate a "Bacta Use" timer, denoted by a buff icon, on the character. If cumulative healing in excess of 10000 or more damage occur while this timer is active, additional self healing will have an increasingly reduced effect. Note that this effect only occurs on self heals and instant self healing items.

This change does NOT affect heals over time or healing effects on targets other then yourself.

This should not have a significant impact on the normal every day sort of fight where you enter combat for a minute or so, perhaps healing yourself a few times in the process. This will however, help to address a long standing complaint where players find themselves in an "eterna-fight" that neither can win and other situations where excessive self healing is resulting in gross imbalances. In both of these situations, healing ability will eventually diminish to the point where a winner is decided or they are forced to withdraw from danger.


I have waited and planned and built my strength for fifteen thousand years. I have evolved. It is time.
(Omnius Evermind)
---------------------------
Feyd'Rautha Saresh (Medic, Rebel Alliance, Europe-Chimaera), Robe Saresh (Force Sensitive, Rebel Alliance, Europe-Chimaera)


Edited by - robiwan on 11/05/2007 20:32:36

robiwan
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1035 Posts

Posted - 11/05/2007 :  20:33:27  Show Profile  Send robiwan an ICQ Message Send robiwan a Private Message  Reply with Quote
Otázky a odpovede

http://forums.station.sony.com/swg/posts/list.m?start=0&topic_id=326928#3650574

Q: So this is going to effect medics the most right. Shame my group will die cause i had to heal to much.

A: Healing others is not affected by this change. So, your group would not be affected.


http://forums.station.sony.com/swg/posts/list.m?start=90&topic_id=326928#3651337

Q: How long is the timer?

A: The timer is 45 seconds. So that means it resets 45 seconds after your last self heal.


http://forums.station.sony.com/swg/posts/list.m?start=90&topic_id=326928#3651368

Q: I don't think there is a timer and lasts until combat is over.

A: The timer is not dependant on your combat status. Otherwise it would be extremely easy to duck behind a building for a few seconds or use a combat ending ability to circumvent it.


http://forums.station.sony.com/swg/posts/list.m?start=105&topic_id=326928#3651498

Q: Interesting idea, but very bloated. There are much easier ways of going about this.

1. Get rid of all self magical healing, except for Jedi (will explain why)

2. Health should regen during combat, same heal per second value per profesion as it is now.

3. Bring back crafted Stim use to help give an edge in healing, but this to would have a negative effect if you use to many to soon.

4. Remove Jedi Armor from robes all together and let them have high health regen, force heal and force armor to compensate.

This is just a glance of an idea, but there is more than needs to be done that what you guys propose here, and because the community is in agreement that the self magical heals is not only a cheap way to extend combat, but it is not very realistic of fun as gameplay.

A: Replacing self heals with stims would only mean people would have to sacrifice more precious inventory space, leaving us right back where we started. Increasing regen rates is not the answer as that would only amount in raising the minimum damage output required over time to incapacitate someone and overall would have too little an effect. Likewise, causing jedi to take double to triple damage due to not being able to armor themselves but increasing their ability to heal and regen has already been attempted and it was widely unpopular and didn't seem to work very well, not to mention the target self healing in general not Jedi specifically.


http://forums.station.sony.com/swg/posts/list.m?start=120&topic_id=326928#3651578

Q: You realize that medics always have 8-20 people shooting at them in a pvp fight and use area heals (also a self heal) and self bacta bomb 10k plus heal just to stay alive.

Medics have to do A LOT of self healing-- even in big group fights--because they draw as much aggro in pvp as they do in pve.

A: Area heals will still always heal others for their maximum amount. "Kill the healer" always has been and probably always will be a tried and true PvP tactic in any game that has healers. That's why we give you the emergency ability to turtle-up with stasis and withstand a concentrated attack, buying your allies some time to hopefully save you.


http://forums.station.sony.com/swg/posts/list.m?start=150&topic_id=326928#3651746

Q: In "lay man" terms for future players:

A medic may heal you or other members of your party WITHOUT penalty as many times as they wish.

All players (Medics included) may only heal THEMSELVES for 10K health before the healing "power" is first reduced.

10K health no penalty
10,001 - 11K of health SELF healing (-20%, NOT offical, just a demo), Stim A 3500 - 700 (penalty) = 2800
11,001 - 12K of health SELF healing (-20%, NOT offical, just a demo), Stim A 3500 - 1050 (penalty) = 2450

And so forth....

A: So here's some approximated numbers on what you'd see if you spammed a self heal again and again over a few minutes without taking a breather.

Situation 1: 3500 heal.

Heal 1: 3500
Heal 2: 3500
Heal 3: 3500
Heal 4: 3333
Heal 5: 2530
Heal 6: 2183

Situation 2: 10000 heal.

Heal 1: 10000
Heal 2: 10000
Heal 3: 5000
Heal 4: 4000
Heal 5: 3448
Heal 6: 3081


http://forums.station.sony.com/swg/posts/list.m?start=150&topic_id=326928#3651781

Q: Will this effect or interfer with the BM pet heal ability? In other words if I heal my pet useing the healpet special will the game trigger the bacta timer?

A: You are not your pet, so no healing your pet will not be effected.


http://forums.station.sony.com/swg/posts/list.m?start=165&topic_id=326928#3651840

Q: Not to mention ALL medic abilities cost way more action than they should because they use up a % of your buffed action.

A: Percentage based action costs draw from a percent of your base action, not buffed action as of Chapter 6.


http://forums.station.sony.com/swg/posts/list.m?start=180&topic_id=326928#3651889

Q: Now instead of being at 3/4 health with 8 people pounding on me, Im at even less health. Thats not a good situation and it happens like that all the time.

All things aside, nerfing heals in this way is not a good solution to the problem of God mode. It is simply a poor solution. The real problem is GCW buffs and out of control reactive heals.

A: Seriously. If there are eight people pounding on you, you should die. The only exception to this is if you pop some sort of long cooldown "Get out of jail free" ability to extend your life or get away from the situation.

The issue with reactive heals is a problem and it is also being addressed with chapter 6.


http://forums.station.sony.com/swg/posts/list.m?start=210&topic_id=326928#3652055

Q: Should be more like that, because the first 10k heal will put you at cap.

A: No, it's like my actual quote not the quote from me that you changed (which I edited back to reflect what I really said). At 10000 you're at the cap and since you're 0% over it your heal is reduced by 0% so the next heal is for 10000.


http://forums.station.sony.com/swg/posts/list.m?start=210&topic_id=326928#3652105

Q: If reactive heals are not affected, this does nothing to address God mode because commandos' self heals are so small. The stack reactives and with their armor it takes a few players to take one down.

It really only nerfs medics hardcore who rely on the power of their heals to stay alive.

This is just a medic nerf (and possibly a jedi nerf).

A: Reactive heals are not effected by this change specifically but have been addressed in chapter 6. Refer to the recent test center patch notes.


http://forums.station.sony.com/swg/posts/list.m?start=225&topic_id=326928#3652150

Q: ACTUALLY THIS isnt bad for us jedi, cause we heal every 25 seconds. by time we are able to heal again, the timer will be over.

A: The cooldown on Jedi heals were also reduced to 15 seconds with this change to put them in line with the other classes.


http://forums.station.sony.com/swg/posts/list.m?start=240&topic_id=326928#3652228

Q: I propose this question to you then:

Why are you making it so we die quicker now?

A: Because due to the excessive ability to heal themselves, some are able to become nigh-invulnerable unless they face a small army's worth of opposition. This is only fun if you're the invulnerable one. It is frustrating to the small army.


http://forums.station.sony.com/swg/posts/list.m?start=270&topic_id=326928#3652329

Q: I see a flaw...but then again, maybe that's the "bonus" for being a Jedi. Now if they will just remove the Instant Gratification NPCs.

A: The best healers remain the best healers.


http://forums.station.sony.com/swg/posts/list.m?start=375&topic_id=326928#3652926

Q: Question to Dev's the timer is 45 seconds correct? Also will it rinse and repeat each heal? Such as you heal, timer activates, 10 seconds go by and you heal again renewing the timer to 45 seconds? It doesn't seem like it as it seems similiar to the Jedi immunity dot after they heal. However I wanted to be sure.

A: The timer refreshes with each heal. This shouldn't effect much beyond protracted/ceaseless PvP battles and trying to solo boss level NPCs alone.


http://forums.station.sony.com/swg/posts/list.m?start=420&topic_id=326928#3653159

Q: I would assume he plays this game because he made a comment that no one should be able to tank a "small army."

What he doesn't realize is that it's not the heals that make them tank a "small army" but the reactive heals from GCW and Entertainers.

A: Ok... One more time. As I have stated multiple times, we've taken care of the reactive stim issue. Check.

This does not change the fact through extremely large heals, multiple types of heals and instant stims the potential healing per second of some still outstrips the ability of some combat classes to output damage in perpetuity. This is unbalanced. This change removes the "in perpetuity" part of the equation.


http://forums.station.sony.com/swg/posts/list.m?start=420&topic_id=326928#3653231

Q: so wait wait. basically im NOT going to be able to fight like i can now. i dont pvp unless im fighting 5 or morepeople. nerfing medic self heals is IMO retarded. how the hell is a medic supposed to stay alive in mass pvp? if a medic dies in mass pvp in under 1 minute now they are a noob and need to respec out. this killed chapter 6 for me, i was realyl excited about it coming out. now im not so sure im gonna stick around. im known on lowca for being a beastly medic. and now you are nerfing my 1v5+people skills... there is no way i can dish the damage out fast enough to get their heals nerfed like mine are, especially if im constantly having to heal because im being ganked..

A: In a 5 vs. 1 you should be thankful if you get away alive.


http://forums.station.sony.com/swg/posts/list.m?start=495&topic_id=326928#3653624

Q: you clearly havent seen any of my pvp videos. i win most 1v5s im in, only because they other players do not know how to use their professions.

A: Actually, one of my play characters is a medic (former TKA/doc and rifleman/CM). I also play a bounty hunter (bh since release) and a jedi (elder) and I PvP with all of them. I am quite aware of what they can do. I do watch PvP videos. I'm sure I've watched yours at some point.


I have waited and planned and built my strength for fifteen thousand years. I have evolved. It is time.
(Omnius Evermind)
---------------------------
Feyd'Rautha Saresh (Medic, Rebel Alliance, Europe-Chimaera), Robe Saresh (Force Sensitive, Rebel Alliance, Europe-Chimaera)


Edited by - robiwan on 11/05/2007 23:29:39
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robiwan
Moderator

1035 Posts

Posted - 12/05/2007 :  01:37:02  Show Profile  Send robiwan an ICQ Message Send robiwan a Private Message  Reply with Quote
Odkaz: http://forums.station.sony.com/swg/posts/list.m?start=720&topic_id=326928#3655652

Thanks everyone who actually tried it for your feedback. It's not our intention to have this impact regular combats against a few regular mobs or against a single elite. So based on that we're making the following changes:

The timer is being reduced to 30 seconds.

The threshold where heal degradation begins is now a cumulative 25000 points healed.

The curve of healing degradation after this point is less sharp.

Test should be updated with the new data sometime soon.

I have waited and planned and built my strength for fifteen thousand years. I have evolved. It is time.
(Omnius Evermind)
---------------------------
Feyd'Rautha Saresh (Medic, Rebel Alliance, Europe-Chimaera), Robe Saresh (Force Sensitive, Rebel Alliance, Europe-Chimaera)

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robiwan
Moderator

1035 Posts

Posted - 14/05/2007 :  07:27:50  Show Profile  Send robiwan an ICQ Message Send robiwan a Private Message  Reply with Quote
http://forums.station.sony.com/swg/posts/list.m?start=1275&topic_id=326928#3675580


I have waited and planned and built my strength for fifteen thousand years. I have evolved. It is time.
(Omnius Evermind)
---------------------------
Feyd'Rautha Saresh (Medic, Rebel Alliance, Europe-Chimaera), Robe Saresh (Force Sensitive, Rebel Alliance, Europe-Chimaera)

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robiwan
Moderator

1035 Posts

Posted - 14/05/2007 :  21:03:25  Show Profile  Send robiwan an ICQ Message Send robiwan a Private Message  Reply with Quote
Odkaz: http://forums.station.sony.com/swg/posts/list.m?start=1335&topic_id=326928#3679666

Thanks everybody for your impassioned input on this proposed change. Based upon that, we've decided to shelve it for now and will explore different alternatives in upcoming publishes to alleviate and balance the issue of excessive healing capability. So healing will remain as it is right now, as will the healing cooldown timers for those that were updated.

I have waited and planned and built my strength for fifteen thousand years. I have evolved. It is time.
(Omnius Evermind)
---------------------------
Feyd'Rautha Saresh (Medic, Rebel Alliance, Europe-Chimaera), Robe Saresh (Force Sensitive, Rebel Alliance, Europe-Chimaera)

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