changes | Tue Feb 12 18:53:28 2013 MST |
Vor | admin | offline |  |
| i'm currently working on weaver a bit. mainly i have a few issues with the guild, which i will mention below, that i would like to work on.
1) we have a good number of healing spells that simply don't get used. there's too much overlap, and not enough actual uniqueness to many of the spells.
2) the healing spells that do get used tend to seem... too powerful, i guess? it's not really that they are too powerful, that isn't quite right. it's more that, if i'm in an eq party, and a i cast heal, generally the only question once heal goes off is how much dmg the tank takes after heal. my heal can be assumed to hae done a substantial amount of healing, and i can assume that unless i hae intentionally let the tank's hps drop out of boredom, that i don't needto heal again til he takes more damage.
i see that as a problem. there should be a time for heal, and a time for 'wow, he has a lot of health gone, maybe i need a better spell.' the only times i hae ever seen an actual need for cohp, for instance, are on the one or two eq mobs with a ton of arms and incredibly high damage (and then it's for entries), or when i'm screwin around doing other things cause healing isn't requiring a lot of attention, and i realizei hae let tank get too low.
while i'm sure that people are concerned about healer's healing being weaker, keep in mind that i'm not just going to downtune healer's healing spells and walk away. the actual intent here is to make the guild require more thought, and therefore i will either add new healing spells or add purpose to ones we have tht aren't so useful.
more hot would be something to look forward to. perhaps a chane to lay hands and a spell that lets you sacrifice your mana for someone else. things like that.
suggestions are welcome, but try not to flood me with them, as it will make me more likely to just idle when you send me a tell. :P |
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