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Healer Reserection


delfytheelfy

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Guest emp_newb

I just dislike how alot of people feel that evils are "overpowered". Maybe it seems like it is easier to be evil, or keep that set as an evil. You ever think on this, it IS easier to be evil. Shoot him in the face, or help him build a house. Easier to shoot. Easier to finish him off, or heal him to full. IT IS EASIER TO BE EVIL PEOPLE!!! It is why the goodies are the underdogs and there is never a plot for goodies to overthrow the world and take power, goodies are restricted by rules. There is nothing overpowered about it, and the power spike right now is for goodies, there are flat out more pinned goodies out there. Maybe the evils left are strong vets, but you cannot say evil is too easy because 8+ year players have evils right now. That is just how it happens. Threads starting just like this cost fl one of it's best players ever, not only rp but pk too. So please man, if you wanna post something like that, don't derail a thread that way, just prayer forum it.

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Id say 80%+ of the time it's the "vets" playing the evils. It's always the excuse on why evils are always dominating.

Take out the vets and I bet evils would STILL be dominating.

Oh and I play mostly neutral/evils chars so I HAVE tried it. I had more success on my evil chars, way more.

P.S. Threads like this are not why that person left, if that's who your talking about.

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I was unaware players leave due to impartial suggestions, and expressing views. Please, just relax... and also... please stop idealizing the individual who had left, to such an extent. I am sure it is just as nauseating to him as it is to me. There are many more variables to him leaving than you are shedding light on... and he is one out of several people who had left for a number of reasons.

My impression right now is that the playerbase is smaller than it was. That being said, choosing to play a character who can only justifiably pk 1/3 of that is rough. It is becoming increasingly difficult to have the drive to do that with so many people screaming, "BUT, YOU ARE A GOODIE! YOU NEED A GOOD REASON TO KILL ME!!! YOU SHOULDN'T FULL LOOT ME! YOU HAVE TO HELP ME UNDERSTAND OR ELSE YOU ARE TRASH!"

Also, I've found requesting at the higher ranks is more of a pain than a help. You have to sit there open for attack for multiple hours without being able to scan or where. At least if you can kill the creature... you can keep your eyes open.

Finally, I had thought the removal of half the benefits of resurrection to be a questionable choice at the inception. At 50, healers didn't have much to do, and going for a dangerous resurrection with the killer trying to block you made things interesting. With the pbase smaller, healers have even less to do.

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Guest emp_newb
Evils naturally have a whole lot of advantages. Wrack your brain for the pk-greats over time in this game. Goods should have the longevity they used to have' date=' in my opinion. Sort of passive strength.[/quote']

That is not an impartial idea, it is saying evils have a bunch of advantages, which make them more powerful.

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It is becoming increasingly difficult to have the drive to do that with so many people screaming' date=' "BUT, YOU ARE A GOODIE! YOU NEED A GOOD REASON TO KILL ME!!! YOU SHOULDN'T FULL LOOT ME! YOU HAVE TO HELP ME UNDERSTAND OR ELSE YOU ARE TRASH!"[/quote']

Neutrals need to be reminded that they are not immune to attacks from goods just because they are neutral... they are only immune to attacks from goods so long as that good does not witness them committing an improper act or is told they have committed such acts (such as, say, grouping with an evil and then going to hunt in Emerald/Crystalmir, which to several of my goods has been a death-worthy offense). Goods need to be reminded that they do not need to be the super-helpful merciful types they often are... as has been done beautifully by characters such as Orodreth, goods can be just as arrogant as any evil, and can consider themselves above such menial tasks. Goods also need to be reminded that not all goods need to think exactly the same way... another good mortal disapproving of what you do isn't a bad thing.

Finally, I had thought the removal of half the benefits of resurrection to be a questionable choice at the inception. At 50, healers didn't have much to do, and going for a dangerous resurrection with the killer trying to block you made things interesting. With the pbase smaller, healers have even less to do.

This I do fairly agree with. I certainly had my most intense sessions with Pali when I was jumping into the middle of a massive battle to bring people back to life, risking my own neck in the process, and now there isn't much point to it (most people, by the time they reach 50, don't care too much about losing a conpoint or two, so the demand/appreciation for healers has gone down a fair bit... lowbies love them, 50s don't really care; getting a res just means you're calm for 24 ticks rather than fully healed and ready to fight again in half that). Goods could definitely use the morale boost, and it'd give people playing goods a little more hope when they get pounded. Perhaps make it so ONLY goods get the life back, so neutrals don't get stronger for it.

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IIRC it was changed because we had exceptionally strong goods (a certain Knight BMG Sigil was one example) who were very capable of beating up all and sundry evils - and they did. Then, an evil would man up and take them out. Great work. Such is the nature of the game. Said goodie was then res'd.

And so on.

What was noticed, was, over time the evils were running down their lives but the goods weren't. Quite simply, good were going to be able to live forever adn it was a catching thing. We had a huge amount of goods and healers and while the evils would fight and sometimes win (sometimes not) it was really a losing battle. Sooner or later the evils would die pernamently and the goods wouldn't. It wasn't like it was just a life or two - there were literally good who had been in heavy cabal wars without a life lost towards their 60.

It was changed and I think its for the better.

The other side of that coin was when you kill someone they would get res'd. Many of my characters take exception to this and would sit and kill you again if you got a healer to show up. In fact, I think I killed off one player seven times in a row because the healer kept raising them. I was even attacking the healer attempting to drive them off. In the end, the player got his life back and the healer was able to heal him, get him away and gate off. Net RP result in my characters eyes - nothing. All of my good work undone.

Another reason this is a good change.

L-A

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I think a % chance like maybe 20% chance to receive that life back.. and you not know if it worked or didn't work.

Just enough to give healers rez a purpose in PK again, but not tip the scales to much.

So if you killed them sevens times, they might have gotten 1-2 deaths back.

EDIT: Heck, even give healers another way to gain that one thing you get from rezzing. sicnes its almost impossible to get it maxxed these days

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@LA: I am dumbfounded. Who actually condies anyway? I doubt even 10% of characters con die. If what you say was really the reason for this change, then it doesn't sound justified. And I will add: Con quests are easily obtainable, all you have to do is put in the effort to RP and you will get one. There is no reason anyone will condie in the first place if you really don't want to.

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@LA: I am dumbfounded. Who actually condies anyway? I doubt even 10% of characters con die. If what you say was really the reason for this change' date=' then it doesn't sound justified. And I will add: Con quests are easily obtainable, all you have to do is put in the effort to RP and you will get one. There is no reason anyone will condie in the first place if you really don't want to.[/quote']

Just because you dont have the conviction to play a character to the end doesnt mean others dont.

I have condied almost all of my pinns for the last 3-4 years besides Dumela (he just wasnt going to die the amount of lives he had left anytime soon and thats one hell of a stagnant char to live that long).

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I am going to back LA on this one, back in the day when we were wee teen lads, the goods reigned the lands, perhaps not all of them could trump the evils but the fact of the matter is that they lived really long. There was usually always at least 1 healer on at any time of the day and that was justifiable. However free life is not fair when only goods and neutrals could have it done. Besides goods/neuts still have a chance to not loose con when they take mob deaths which evils still don't have. Must be nice! Think before we speak. Giving healers res buffs should be the least of our concerns right now.

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We still have healers?

See, in my view, THIS is the problem. There is not incentive to play healers. They tend to get very boring as you can't PK aggressively (edit: by the way, anyone ever notice the HUGE RP disconnect of healers being allowed to attack and kill mobs but not players?), and even when you're attacked you're unlikely to get a kill unless the other guy's an idiot and pushes it too far. With as small a player population as we have now, it's rare that people will call on you for a resurrection already, and as I said before, in the middle of a cabal war I probably wouldn't want to bother with 24 ticks of being calmed and unghosted just to stop myself from losing 0.2 conpoints... I'd rather stay ghosted and start requesting if I need eq, and if I don't need eq I'd rather just rest up while ghosted and get right back into the fight.

However, being a healer who jumps into the middle of all that fighting to res someone and get them their life back is INCREDIBLE fun. The problem is that there's no demand for it anymore, so the class has lost a lot of its fun factor.

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