Healing spells

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Go'f

Healing spells

Post by Go'f »

I have regularly seen my level 32 Celric score a healing result from his Greater Restore of low 60's. this is supposed to be the best healing spell, it is no longer worth using it in combat as you take more damage in a round than it can heal.

Planar zones have creatures that do significantly more damage than this, more times per round and without limited uses per day.

I would like to suggest the healing cap on greater restore be either lifted or the random effect be a small fraction of the top end (eg 150-180 instead of 30-180 sort of thing).

I understand what it was put in place to stop but IMHO it damages the fun factor of this game for many other builds, find another way to fix the 700+ HP charactor.... or maybe good on them for focusing on big HP's pat them on the back and move on.

Also while on the subject Raise dead and cannot be used as an offensive spell against hostile undead.

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Post by kingfatzo »

aye my 33 cleric ( and now 3 ftr too) has the same problem sometimes ... a low heal roll is depressing --- BUT if you have extended G Restore , it makes a BIG difference :) ... i have 2-4 of each slotted depending where i am, and they are usually more than enough to heal with w/o having to use heal pots.
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Post by Celorn »

NO! It's a great change! No longer will you be able to waltz in with a single cleric and destroy everything in your path and heal from nearly dead to uninjured 10 times, guarenteed.

It's rediculus for a healer class to be the top melee class - immune to pretty much everything, can buff pretty much any stat, blind enemies for 3 rounds, add on a ton of extra, (some unblockable) damage to your weapon, summon support, epic spells, insta-kill spells, the list goes on and on...

Clerics are supposed to be support, healers, melee only when absolutely nessisary!

So as long as the healing spells work a LOT better if you take the healing domain, then that's (ed) a step in the right direction :P
Last edited by Celorn on Wed Apr 26, 2006 3:12 am, edited 1 time in total.
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Post by Metis »

If I had my way Greater restore would not heal anything. Greater restoration should just cure any effects, lvl drain, skill loss, etc. But, if you have focus in the healing arts it is very powerful, just like summoning, you want to be a great healer dedicate some feats towards it.
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Post by kingfatzo »

ugh i smell a nerf coming ..... EPIC DODGED !!!!!

allright, for all things that are good, let us not nerf this any more than it allready has been... all the people who built pure clerics would have thrown their time away ( lvl 36.... ) :cry: :cry: :cry:

Metis, i can understand your point on this.
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Go'f

Post by Go'f »

Celorn wrote:NO! [edit] Clerics are supposed to be support, healers, melee only when absolutely nessisary!
Celeron don't you realise you arguement is support for putting heal and G restore back to its full power.

Also a Cleric is a knight or a templar, a devout warrior... not a priest.

If G Restore gets the nerf does that mean Heal now works as it is supposed to...

look at the inequality if you are DEAD I can raise you to full HP's with a level 7 spell, and yet if your still alive I cannot do that with a spell of the same level...

I saw a DM/Dev recently state changes are to increase the fun factor for as many as possible... I don't see how nerfing all heals makes it better for anyone except the monsters.

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Post by Metis »

My point is this, clerics are powerful holy (or unholy) beacons of their faith, if you wish to be a warrior priest then you can but if you want to be a healer of your allies you should be able to but, being a great healer and fighter should not be the same. You commit to one or the other...or even a third to be a powerful offensive caster capable of disableing all in your path. A cleric is an awesome responsability and I think you should choose one path.

For you lawyers out there, this is my opinion one I feel strongly about but my views are just that that, mine only. A cleric of any faith should decide where they wish to focus, this is a party place so any monsters you face are designed with the fact that a group willl attack, not someone soloing.

My last side note, a healer support cleric is your best ally. If she makes their chracter for melee you will find a loss on the support.
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Go'f

Post by Go'f »

Metis, I respectfully disagree with your opinion that restoration needs to be turned into a waste of a spell.

DnD parties have always relied on Clerics to heal the party if you want to make Celrics more important as healers then stop rest from healing don't cabage the spells that have always been the basis for a Cleric's importance in a party.

a link to the initial posting here http://www.nsrealm.com/boards/viewtopic ... 8315#38315
a few questions
How does one MAXIMISE a Level 7 spell, I for one don't have any level 10 slots.
Given that Domains are restricted and healing has just become very important has the effect of this change been considered with reference to those factions that do not have access to he heal domain?
Does Necromamcy spell Focus boost healing in anyway, as a necromancy spell you'd think it'd help to have Epic focus.

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Post by Flailer »

Actually, a Paladin is a divine warrior. A cleric *is* a priest.

Code: Select all

Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells.
It's an anomaly that clerics are the best warriors out there. Changing that is still on the table...

And, the minimum you should be getting from greater restore is 1/2 your hitpoints (if you're casting the spell - this doesn't apply from a scroll). The max you should get (without any bonuses) is 416. If you have a healing domain or the spell is empowered (you were right - I did goof on the maximize suggestion; I assume you can still empower it?) you can get a max of full HP back.

A cleric wading in solo and with 10 queued up GR's and healing for a guaranteed 6000+ HP in a battle wasn't the intended design. At least not for a multiplayer world - maybe in a single player campaign.
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Post by PeregrineV »

Maybe the number of spell buffs could be limited. This wouldn't stop special abilites or extraordinary abilites, but would stop 25 buffs on one person, if that seems to be the problem.

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Post by Joran »

Or, instead of an arbitrary limit to the number of buffs, just reduce the duration of the various buff spells that seem to be a little too powerful. So if a cleric tries to cast all those 25 buffs, by the time they finish 5 of them will have already worn off...they'll have to be more selective about how they "pre-buff" and which spells they use and which they save.

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Post by Elagneros »

Eh, I've been somewhat underwhelmed by getting Greater Restores that did less than a heal myself. I fully agree with not full healing massive meat tanks and dragon shapes, but some of us mere mortals out there only have 200 or 300 hp, max. I think that if the amount healed were simply capped at a number of say 300 hps, it would still be a pretty reliable spell, but wouldn't be a full heal for a ridiculously overpowered character.
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Post by -Hobo- »

before you put in your standard is there anything i do like chase - yes there is a hell of a lot, but for thr love of god this server is so nerf happy its a joke.

why do ppl spend so much time talking about things that are overpowered like heals and wails and bigby's - oh and drow? u spend energy to complain about other ppl's toons for what? so some dev will agree and nerf spells now u wanna nerf cleric buffs cause clerics are buffing to like 45ab at lvl 17-8 woopy!

Instead of nerfing crap here is an idea - fix the weaker classes - gee, start with a fighter if the fighter is so crap and ppl are making 6 fighters/24 cleric etc then make some incentive to make a fighter on this server - like as has been suggested several tmes dev crit put non pvp only so it can never be used on players who then cant whine??

btw if you want to nerf something nerf the monk its way more powerfull than a cleric add a few lvls of fighter two wpn fighting and your chomping your way around with 8 attacks running like the wind etc and all the saves are verygood - see there is basically a reason to nerf every single class?? - fix paladins and fighters

Just my opinion but im sick of all the nerfs on here and yeah making everyones game fun dosent involve nerfing there lvl 35+ - i agree with whoever said that :-)

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Post by PeregrineV »

Joran wrote:Or, instead of an arbitrary limit to the number of buffs, just reduce the duration of the various buff spells that seem to be a little too powerful. So if a cleric tries to cast all those 25 buffs, by the time they finish 5 of them will have already worn off...they'll have to be more selective about how they "pre-buff" and which spells they use and which they save.
I was trying to avoid nerfing spells. It seems like that would be more work that way, and then result in other imbalances.

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Post by Holghask »

Relax everyone...I've got one of the more powerful cleric builds out there and you don't see me complaining. Adapt and use your cleric spells more wisely. Just because the DEVs tweak something doesn't mean it's completely useless. Use your brain. Granted the changes may result in the game being more challenging, but it's not the end of your toon. One spell does not an uber build make (or break for that matter).

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