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Post by fuzziebunny on Aug 27, 2015 11:59:48 GMT -5
I think the intent on this server was to get away from clerics and that sort of direct healing RP. I could be wrong but I thought I read that somewhere. Right now though, other than for RP, first aid doesn't really seem viable. Don't get me wrong, it is sure nice to get an extra 10 hp every 30 seconds for free. But you can buy cheap potions in Beggers Cross and spam about 10 of those in less than 30 seconds and get much more done.
My suggestion is to maybe add a +1 bonus to how much triage does for every first aid feat a character has.
For example: if a character has first aid II and emergency care III, then you get a flat +5 on top of how ever much you your character can "heal" another character in battle.
First aid kits could use a small boost too. Currently drinking one green potion heals you 10 outside of combat. That is with no skill in anything at all and you can buy them in Beggers Cross for under 2 bucks a potion. My suggestion is that you incease the amount of overall health you can restore to another character with first aid kits to at least be a viable alternative to taking a green potion. As it stands, you can't spam first aid kits anyway so upping the amount of health they provide ( ie: cumulative damage they remove) doesn't seem to get away from the intent of limiting them, but that's only my opinion.
Potions will still be superior in every way to first aid, which I think is the intent, but there will be a little more incentive to take first aid feats outside of RP reasons.
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Post by modular on Aug 27, 2015 12:19:23 GMT -5
With the removal of Triage and Emergency Care's ability to freely raise downed party members, the "biggest" draw of the ability has been removed.
It's good to be able to use it in a pinch, to add some HP or knock off some cumulative damage, but really? It's just another skill that can be free rolled to boost XP gains. That is the honest truth.
Em creates so many potions that do SO MUCH MORE for keeping a party alive. Hundreds, thousands of points of healing in a single dungeon run. Triage/Emergency Care's actual use throughout any such run is basically negligible, except to get dem sweet XPz.
Personally, I'd love to see Triage and Emergency Care, get a little more specialized, perhaps more effective against special damages (wounding, fire, acid) earlier, and a restoration of upping downed characters. That way the defib is a backup, or the skill is a backup, depending on circumstance.
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Post by Fuzz on Aug 27, 2015 13:04:41 GMT -5
Oh, you'll see more need for first aid soon.
Yep.
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Post by judicator on Aug 27, 2015 13:06:58 GMT -5
We won't, actually, unless its mechanics are improved.
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Post by Fuzz on Aug 27, 2015 13:34:05 GMT -5
We won't, actually, unless its mechanics are improved. There was an implication behind what I said. There are changes already in the pipeline with regard to healing in general, since we wanted to implement a better system as the current one has proven that it's not quite what we're aiming for. Hence my hinting at First Aid seeing more use in the near future.
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Post by modular on Sept 1, 2015 12:42:52 GMT -5
Can we see about getting a change to the ability so that if it doesn't heal someone, it doesn't cost Stamina? There had been talk about this, but now that the First Aid changes are in, it would be very welcome to actually have it in effect.
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Post by modular on Sept 23, 2015 23:41:11 GMT -5
First aid still expends stamina on targets that can't be healed.
Given there is little reliable way of knowing, can we change that to not take stamina unless they are healed?
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Post by Psionic-Entity on Sept 24, 2015 20:19:25 GMT -5
Sure thing, just had to write some extra code since the default one does the taking stamina and checking whether you've got enough at the same time.
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