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Healing items

Okay, so in the recent past, we've heard all sorts of complaints about c/c's being stronger. Less equipment reliance, less gold dependence, etc. My suggestion to balance a little more, is a weakening or removal of healing items.

Off the top of my head, I can think of 4 items an neutral/evil can get: a scroll, a stave with 2 charges, and 2 eatables, all that do around 30-50 a pop. All these items are easily gotten. With a good, you can get all these, one of them requestable, plus another stave with a whole lot more charges, that is also requestable.

I think the problem lies in the fact that said c/c can be back into a fight much more quickly than a melee, because of their limited healing ability and the necessary sleeping time, compared to a c/c that can recite scroll/brandish enough to get their hp back up to get into the fight again.

I think this is also the reason why ogres are played so much. Basically, a non-ogre melee has to beat their opponent down enough to make them run or kill them. If they can't, they're on the run until they can berserk or sleep enough (if they aren't carrying eatables or have scroll/stave), to get up enough hp to get into the fight.

Perhaps having said healing items be more dangerous to get, or having them heal less would balance it, I'm unsure, but I think this is enough to get some of you thinking.

C/C's I've never thought to be stronger, just easier to play. Instead of removing them entirely, perhaps make it so that they're useable and only by lvl 50's? I know one of the consumables isn't easily gotten up until around lvl 30. An Invoker or BMG or anything like that would easily have a power spike below lvl 50 with such things, but with the items in question only useable at lvl 50, it would hinder anyone below that lvl to have a much harder time in PK.

But when the "issue" is at 50, if anywhere, limiting them to level 50 does nothing. It also starts down a slippery slope of level-required items; the lack of which is a fundamental part of our system and environment.

I don't think anything is wrong with the items. It's a pain in the *** to harvest enough of them so that it matters anyway.

C/C's I've never thought to be stronger' date=' just easier to play. Instead of removing them entirely, perhaps make it so that they're useable and only by lvl 50's? I know one of the consumables isn't easily gotten up until around lvl 30. An Invoker or BMG or anything like that would easily have a power spike below lvl 50 with such things, but with the items in question only useable at lvl 50, it would hinder anyone below that lvl to have a much harder time in PK.[/quote']

How many invokers or bmgs have you played around 30 and tried to actively fight with? I have to CONSTANTLY stock up on consumables. Healing items, ac items, prep items etc etc. TO do something like this would take away alot of the effectivety those classes have pre-pinn. Neither bmgs, or invokers, can get RELIABLE sanc at that particular level. Sanc for two-three hours is not reliable enough when you rely on DISMEMBERS/MANGLES to kill with where a warrior can easily hit for 2-4 decimates to mutilates a round.

I gather the same curatives at/around 30, but I don't PK pre-50 98% of the time because I find it futile. If I do PK pre-50, it's 1-2 kills and I'm done because I don't need enemies to stop me from getting to 50. Skilled PK is usually at 50, it takes more thought, more variety in how people PK, at 30 it's very basic and very primitive in my opinion. Invoker would be a lot easier to PK with than a BMG though I'd think, Invoker has more spells available to them than the BMG, though the BMG I believe can blind the Invoker and thus be able to heal himself while the Invoker is stuck not being able to with a few hours of blind so the BMG would most likely win in that instance. It is all based on skill of the mage at those lvls, but I'm almost quite certain that with such items and the knowledge of an Invoker I could do quite decently at those lvls to PK and win a fair amount of them. Problem I have with it though is I see no reason as to why someone would PK at those lvls to begin with. Sure, if you're going for a qrace, but mass PK is a bit redundant and extremely overdone.

At least with invokers I have no trouble killing specific opponents at 30. Fire giants and feral usually top my list and if one logs in I kill it. To do that you dont need healing items for the most part. Havent played a bmg in a while.

I dont agree, dont remove them. Just make other healing items available to the other players instead of only the goods. Red and whites dont count, they piddle in comparsion to the good only healing stave found in ofcol..

I dont agree' date=' dont remove them. Just make other healing items available to the other players instead of only the goods. Red and whites dont count, they piddle in comparsion to the [b']good only healing stave found in ofcol..

Yah, that one right there makes me want to roll up an elf/avian bmg and go avatar. That's a lotta curing on a single item.

At least with invokers I have no trouble killing specific opponents at 30. Fire giants and feral usually top my list and if one logs in I kill it. To do that you dont need healing items for the most part. Havent played a bmg in a while.

Invokers are way stronger at 30 than most give them credit for.

Yah' date=' that one right there makes me want to roll up an elf/avian bmg and go avatar. That's a lotta curing on a single item.[/quote']

have you seen how heavy that thing is?

Invokers are way stronger at 30 than most give them credit for.

Bingo

have you seen how heavy that thing is?

How heavy is it? I remember my elf being unable to wield it while my stormie cleric was.

I believe it's like 40lbs.