Do you like fighting people whereby, the moment there is a tiny gap in combat, they're back to full health in a couple of seconds? Do you like stalemate fights where there is no clear end in sight until someone runs out of reagents?
Does that feel immersive? Does that feel fair? Does that feel fun? Do your efforts feel rewarded?
To all questions, the majority collectively answer "NO!"
It is MASSIVELY annoying in a game where landing a hit in the first place can be somewhat of a challenge, due to how janky the game is, the movement speed, the blocking. Then add a layer whereby they can regen to full health near instantly in that tiny gap.. You've created a recipe for frustration.
I think the only "class" that really doesn't have to worry much about self healing are melee foot fighters with high movement speed; and also, to a lesser degree, pet users.
Line of sight + Near instant, persistent and cheap self healing
This counters all ranged builds. Once someone has a rock or a tree to run around, they're not dying. Not unless you move your ranged self into melee range, where you will most certainly die.
If you're fat and slow, you're not catching them whilst they jog away and bandage back to full.
You can't corrupt them, because purify is cheap and accessible for low investment.
It is easier to heal yourself than it is to hit an opponent.
Compare how easy it is to heal oneself to how hard it may be to land a hit on someone, you immediately see a problem. You also see an even bigger problem should they be wearing armor, whereby each heal is worth more due to the higher defense. You press a button, you regain health. No aiming required. Meanwhile, to hit the opponent, you have to be in proximity AND you have to aim. So already there are two skill barriers; where as self healing has ZERO barriers (unless you want to pretend pressing a key is a barrier).
It is also insulting to the one who has to land the hit, that their work can be so easily overwritten.. It just all adds to the frustrating experience that is the combat in this game. It does not FEEL fair, and people hate unfairness; it is built into us to be repulsed by it.
Self Healing Takes Minimal Investment.
Magic healing in particular should require a serious dedication to healing in terms of stats, it shouldn't be something just anyone can take. Like... Why is Ecumenical all under one primary? It should be 200 skillpoints to be able to heal like that. One for damage, then a child category for healing. It should require like, 75 ecu to unlock the sub category healing skill, and then the best heals in the healing skill should be very high end of said skill. You're literally just letting anyone having healing as it currently is. It is just too accessible. Also, maybe add some AoE healing spells to ecumenical to make the 200 primary points feel more worth it. To make it feel more like a real dedicated healer. A big AoE heal that you get at 100 in healing.. Full 200 point investment.. Obviously make the spell costly to use.
If we're talking about bandages? They should equate to a faster form of resting. People jogging around and putting bandages on is ridiculous.. Really stupid design. Potions? I've never used them, but people say they're broken; so nerf them too. A bandage should have a long cast, and you should have to be still. It should be interruptible. As i said, it should just be a faster form of resting, where it uses a bandage to speed up the process.
"Just Use Corrupt!!!"
Right, then they purify, which is a quick and cheap cast. Pointless.
Again, corrupt is another one of those pointless skills that is easily thwarted from minimal investment. It shouldn't be easy to purify yourself, given that corrupt literally is the counter to healing.. What is the point if they can just turn it off for basically no investment? Again, it should take investment in skill points to remove it. Stop just giving this stuff away to anyone.
In Conclusion...
There needs to be an end to this constant self healing nonsense mid combat.. Only a significant stat investment should allow one to heal in combat. You should have to be DEDICATED to even be able to heal another person and yourself with magic. You don't just give it away to anyone, especially not to plated thursars who can purify themselves 11 times.. LOL it is so stupid.
All healing mid combat does is make ranged damage types AND slow moving melee users less viable, unless supplemented with a pet. The game shouldn't be about doing constant damage till eventually they lose their health bar, and one moment of downtime means they go back to full health. NO, that is ridiculous.
DAMAGE MUST STICK if you want people to not feel frustrated by this stupid stalemate combat system we currently have. Right now, dealing damage is so unrewarding. Poor archers are a laughing stock because of this.. Healing can literally outheal arrows by just standing there in armor self healing. No threat at all. TERRIBLE design.
The damage needs to stick until they're out of combat.. If they find a moment behind cover to heal themselves with a bandage (with a long cooldown), whilst stationary, with a longer cast, then fine; make bandages a faster form of resting. But jogging around drinking potions and putting on bandages.. Healing magic for everyone.. No. It has to go. The combat in your game is just frustrating, and forces people to play in really lameout ways, like with pets etc...
Lastly, the people against this idea? They don't have what is best for the game in mind, but what is best for themselves and their build. You have to ignore all of the people coming from a position of selfishness. They want to have easy heals, and be able to do everything else. They won't willingly choose to make the game more difficult for themselves, even if it is better for the game overall. Ignore these people at all costs; they have nothing to add. The same thing happened with pets, everyone who used them jumped to defend their brokenness, and it ruined the game.
Does that feel immersive? Does that feel fair? Does that feel fun? Do your efforts feel rewarded?
To all questions, the majority collectively answer "NO!"
It is MASSIVELY annoying in a game where landing a hit in the first place can be somewhat of a challenge, due to how janky the game is, the movement speed, the blocking. Then add a layer whereby they can regen to full health near instantly in that tiny gap.. You've created a recipe for frustration.
I think the only "class" that really doesn't have to worry much about self healing are melee foot fighters with high movement speed; and also, to a lesser degree, pet users.
Line of sight + Near instant, persistent and cheap self healing
This counters all ranged builds. Once someone has a rock or a tree to run around, they're not dying. Not unless you move your ranged self into melee range, where you will most certainly die.
If you're fat and slow, you're not catching them whilst they jog away and bandage back to full.
You can't corrupt them, because purify is cheap and accessible for low investment.
It is easier to heal yourself than it is to hit an opponent.
Compare how easy it is to heal oneself to how hard it may be to land a hit on someone, you immediately see a problem. You also see an even bigger problem should they be wearing armor, whereby each heal is worth more due to the higher defense. You press a button, you regain health. No aiming required. Meanwhile, to hit the opponent, you have to be in proximity AND you have to aim. So already there are two skill barriers; where as self healing has ZERO barriers (unless you want to pretend pressing a key is a barrier).
It is also insulting to the one who has to land the hit, that their work can be so easily overwritten.. It just all adds to the frustrating experience that is the combat in this game. It does not FEEL fair, and people hate unfairness; it is built into us to be repulsed by it.
Self Healing Takes Minimal Investment.
Magic healing in particular should require a serious dedication to healing in terms of stats, it shouldn't be something just anyone can take. Like... Why is Ecumenical all under one primary? It should be 200 skillpoints to be able to heal like that. One for damage, then a child category for healing. It should require like, 75 ecu to unlock the sub category healing skill, and then the best heals in the healing skill should be very high end of said skill. You're literally just letting anyone having healing as it currently is. It is just too accessible. Also, maybe add some AoE healing spells to ecumenical to make the 200 primary points feel more worth it. To make it feel more like a real dedicated healer. A big AoE heal that you get at 100 in healing.. Full 200 point investment.. Obviously make the spell costly to use.
If we're talking about bandages? They should equate to a faster form of resting. People jogging around and putting bandages on is ridiculous.. Really stupid design. Potions? I've never used them, but people say they're broken; so nerf them too. A bandage should have a long cast, and you should have to be still. It should be interruptible. As i said, it should just be a faster form of resting, where it uses a bandage to speed up the process.
"Just Use Corrupt!!!"
Right, then they purify, which is a quick and cheap cast. Pointless.
Again, corrupt is another one of those pointless skills that is easily thwarted from minimal investment. It shouldn't be easy to purify yourself, given that corrupt literally is the counter to healing.. What is the point if they can just turn it off for basically no investment? Again, it should take investment in skill points to remove it. Stop just giving this stuff away to anyone.
In Conclusion...
There needs to be an end to this constant self healing nonsense mid combat.. Only a significant stat investment should allow one to heal in combat. You should have to be DEDICATED to even be able to heal another person and yourself with magic. You don't just give it away to anyone, especially not to plated thursars who can purify themselves 11 times.. LOL it is so stupid.
All healing mid combat does is make ranged damage types AND slow moving melee users less viable, unless supplemented with a pet. The game shouldn't be about doing constant damage till eventually they lose their health bar, and one moment of downtime means they go back to full health. NO, that is ridiculous.
DAMAGE MUST STICK if you want people to not feel frustrated by this stupid stalemate combat system we currently have. Right now, dealing damage is so unrewarding. Poor archers are a laughing stock because of this.. Healing can literally outheal arrows by just standing there in armor self healing. No threat at all. TERRIBLE design.
The damage needs to stick until they're out of combat.. If they find a moment behind cover to heal themselves with a bandage (with a long cooldown), whilst stationary, with a longer cast, then fine; make bandages a faster form of resting. But jogging around drinking potions and putting on bandages.. Healing magic for everyone.. No. It has to go. The combat in your game is just frustrating, and forces people to play in really lameout ways, like with pets etc...
Lastly, the people against this idea? They don't have what is best for the game in mind, but what is best for themselves and their build. You have to ignore all of the people coming from a position of selfishness. They want to have easy heals, and be able to do everything else. They won't willingly choose to make the game more difficult for themselves, even if it is better for the game overall. Ignore these people at all costs; they have nothing to add. The same thing happened with pets, everyone who used them jumped to defend their brokenness, and it ruined the game.
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