#Make light and intense healing more viable

6 messages · Page 1 of 1 (latest)

hard mulch
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I know Medivia was based on a version UH was king, but making the other options more viable wouldn't hurt that.

The image shows a comparison between each healing based on a LV 100 mage with 60 ML

Right now, using anything other than UH (spell or rune) is almost a joke unless you are very low level.

Light healing consumes ~31% of the mana to only get ~8% of the healing compared to UH
Intense healing consumes ~43% of the mana to only get ~15% of the healing compared to UH

For mages and arches intense healing should be a decent option to heal a good portion of their life, since they have lower health pool, but right now that same mage example would heal ~27% of their health when using IH
Archers are worse where they will heal only about ~9% of their total health with IH

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Another thing I forgot to mention is that UH is pretty stable between min and max healing done, while the other options there is a lot more RNG involved.
Light healing = 58% deviation
Intense healing = 62% deviation
Ultimate healing = ~14% deviation

crimson vector
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no deviaten ie calculable, predictable, easy is simply boring. Explo was already dummified i dont think we need more

hard mulch
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I'm not saying to remove deviation, just lower it. Even the most random runes and spells don't have more than 50%, and I'm comparing to healing with UH which has almost none.

obtuse barn
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When I was building my own OT, that was my idea for these healing spells:

Healing based on 100 spellpower:

Light Healing, Mana 20, Healing 30-40
Intense Healing, Mana 40, Healing 75-100
Ultimate Healing, Mana 80, Healing 250-300

Just leaving it here, maybe its a cool idea, who knows.

wary acorn
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Bump