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Thread: Heal Skill

  1. #1
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    Default Heal Skill

    I saw the formula for the hit points you gain when shrine, it is 10 + 3 * (level + maximum score in Heal/repair of a nearby party member) - from ddo wiki.

    Well, the problem is that its not fair for characters with many hit points like fighters and barbarians, even with a high heal.

    Lets say you are a barbarian with 600 hp at lvl 20 and there is someone with heal=30 near you when you shrine, you will gain 160hp, or 26,7% of your total life.

    My suggestion is to change this formula for another that includes the porcentage of the characters total hp. Something like 20% + 1% for each heal point (same for repair).

    With the new formula you would gain 300 hit points, which is a good value for someone with 600 hp.

    Thank you for reading ^^
    Last edited by MorteCerta; 08-27-2011 at 10:42 AM.

  2. #2
    Community Member Templarion's Avatar
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    Yeah. Heal skill is one of the most useless skills out there at the moment.

    It could use a little buff. But buffing a skill makes it useful and therefore has a chance of making the game itself easier (not much but a little tiny amount anyway). I don't actually want DDO to be any easier than it is now.

    Hmmh. How about just removing the skill from the game? We don't really need it. On the other hand, removing it would need more work than just leaving it as a useless one as it is now. Hmmh...

    Difficult one.

    I just say: Do nothing. It's good as it is and just add in every guide:"Do not allocate any points in this useless skill!"

  3. #3
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    Actually, remove the skill was my first idea too, healing full hp when shrine like sp does. But i dont think they would do that, so its better to change the base formula to improve the skill.
    Last edited by MorteCerta; 08-27-2011 at 09:37 AM.

  4. #4
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    I think I'll continue to repost my idea on how to make Heal (and Repair) useful in every thread about the subject.


    Heal

    You can use a Healer's Kit to generate a random single-target healing effect on yourself or a nearby ally. The type of effect depends on the result of your Heal skill check:

    <1: No effect (Healer's Kit is still consumed)
    1-20: Cure Minor Wounds (+1 HP)
    21-30: Cure Light Wounds
    31-40: Cure Moderate Wounds
    41-50: Cure Serious Wounds
    51-60: Cure Critical Wounds
    61+: Heal

    In each case, the caster level of the spell equals your character level.


    Repair

    1) Same as Heal, but with Repair Kits, Repair spells and Warforged/Construct targets only.

    2) You can also use a Repair Kit to repair items. You must make a skill check against 20 + the items's Minimum Level. If you succeed, the selected item's durability increases by the result of your skill check. The Repair Kit is consumed even if you fail.

  5. #5
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    Heal and Repair should have been something like .33 or .5% healing amp per rank. That would have still been low on the power radar but at least usefull.
    Eulogy- oh ninety eight

  6. #6
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    You all have good ideas, but change the formula seems to be the easier one for me.

    To make a big change, reove the heal/repair skill and heal full hp when shrine.

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