You mean apart from the DDO Store? Turbine made decent pots and put em on the DDO Store.
What are the chances that they would implement something like this which would reduce their sales?
Or said Fighter or Barb could invest in UMD and use wands and scrolls.
Or said Fighter or Barb could buy some pots.
Or said Fighter or Barb could buy a Hireling.
Or said Fighter or Barb could actually group with people.
1) Hirelings are an option. Low level hirelings are cheap. And it has never been easier for new players to make money in the game without breaking a sweat.
2) This is a MMO for a reason. If you're going to play a class with dependencies look to play *with* other classes with dependencies you offset. It's kind of the point of having the multi-player/grouping option in an RPG game to begin with. This isn't a design flaw. It's a core design concept.
But the fact is you can still be self sufficient whit a pure melee, paladins (and rangers) need way more things than to keep an artificial self-healing tax to pure meleers, hireling+barbarian is 1000 times better than hireling+paladin, i say lets help A BIT the pure melee classes whit no-plat self healing and lets help A LOT hybrid meleers improving their DPS, buffing and/or control as i said. Give me a reason whit my paladin to use my spell points other than self heal, please.
What i like from this idea is you can control it whit ease: making only base constitution count, adding enhacements lines to improve it, giving different classes different enhacements to toy whit it, change the %of health you get, making it depend on heal and repair skills....
That's really what it comes down to. You can dilute the PnP elements further, you can encourage P2W, or you can make the game unfriendly to new players.
Just grouping with other people, as Full_Bleed suggested would be great, except for the prevalence of BYOH nearly to the exclusion of other types of groups.
No. Nope.
There is no need to think of self healing as the only thing that makes one self sufficient. A rogue is still a pure melee class imo because that is how they do their damage and their most important role - but played well they (imo) are one of the most self-sufficient classes in the game. Just saying, maybe you should keep your definition of self sufficient more broad...
As far as healing surges though - honestly one of the first things to turn me off from 4th ed. was this mechanic. I am not a fan.
Originally from Thelanis, now on...Sarlona* Minions of the Coffee Gopher *
Would that be in addition to, or replacing vampiric weapons, regeneration items, and ED abilities, to name a few things with opportunity costs that any (well, non PM, and non-ranged in the case of the vampirics) character can use?
What. The mechanic is there, the refusal to actually implement the things with a high enough HP/S to be relevant for most is the only flaw in the implementation. Or, y'know, folks could keep asking for new systems instead of holding turbine to keeping old ones relevant. That's worked out so very well so far.
Last edited by Scraap; 12-12-2012 at 11:28 AM.
doesnt this already exist in some ED or other?
Mellkor Wizard, Culpepper Cleric, Coyle Warlock, Anarion Mechanic Archer, Ungoliant, Assassin, Tulkas Astaldo Vanguard Pally,
***Argonnessen*** ~~Ascent~~
AS bad ideas go this is one of the worst.
When I duel someone I like to dual wield. with my rouge wearing rogue.
Sure. There are all kind of options for self-healing at high levels of the game, no question. Or low levels, if you know enough about the game and have decent resources.
Look folks, I've been playing this game for several years now. This isn't about what players like me need nearly as much as this is about making the game more accessible for new players.
That being said... If it also allows me to make a pure horc fighter or barbarian without having to dump all of my skill points into UMD, grind out huge amounts of Silver Flame favor, give up Fate twists, or run around with a divine strapped to my back, I'm not going to complain. Making the ability have a relatively long cool-down and limited charges means it wouldn't come close to negating the usefulness of those things, but it would go a long way towards eliminating them as a necessity.
Seriously? It's one thing to disagree with it, but one of the worst?
I just... never mind. Internet hyperbole. Got it.
I agree, and...
Ive often stated that even if they gave pure fighters and barbs an unlimited usage heal spell they would still be less powerful than casters, as we could still clear out the vast majority of quests faster on a caster than on a melee.
The issue is what exactly is acceptable to put into the game to give pure melee more self healing options. I dont buy the "melee should make a sacrifice to gain healing" argument in the context of this game, because arcane casters sure as heck didnt have to make that sacrifice.
My suggestion was to make heal kits work like they did in NWN where they heal a secific amount per heal skill mod, with a cooldown long enough where they cant be spammed and short enough to still be effective (like 10-15 sec give or take). I see other people wanting to involve heal kits as well as it would make them, and the heal skill, actually usefull.
Nope, not needed. One of the things that makes DDO different is that either you make characters that only survive with a certain amount of synergy with their teammates or you build versatile characters that can handle it all themselves with some loss in peak effectiveness on some fronts.
Would the OP also be in favor of giving Clerics and Favored Souls Kensai surges so they can even more effectively DPS in melee when they need to?
Or giving other classes a Coup-de-grace like abilitys (aka Assasinate)?
Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more
Healing skill + kit can be used to temporarily raise your healing amp for the next heal recieved? Drinking a healing potion would then mimic a "healing surge"
Daishado
"drink triple ... see double ... act single! uh oh wife aggro" *hides*
Sounds like a perfectly reasonable ability for a melee-oriented PrE for either of those two classes. Giving those classes a similar ability still wouldn't put them on par with a Kensai for raw melee damage, just like giving a fighter healing surges wouldn't put them anywhere close to the self-healing ability of a cleric, favored soul, or even a paladin.
I don't fear class miscegenation.
I like that idea