If it was coded so that Healers couldn't attack anything except undead, it would actually make people feel like they were sacrificing something very valuable to become one. There would be less healers.
Healers
If it was coded so that Healers couldn't attack anything except undead' date=' it would actually make people feel like they were sacrificing something very valuable to become one. There would be less healers.[/quote']
you mean there would be less healers who breech rp
I don't mean can't fight others. Just can't start it. Reaction to pk not instigating.
Oh, I know. I think it's a perfect idea.
I always think it's interesting when people talk about expanding the RP of the MUD quickly say that we should hard code the parts of the rules we say are set in stone and enforce on RP.
Why? That makes no sense.
As it is currently, there are "rules" to healer RP. No one says you have to abide by them, but there are consequences to choosing otherwise.
Hard coding any class would completely stifle the player's ability to accept or reject that RP and follow that plotline to its conclusion.
Why should we code something to make people do what they should already be doing? And if they choose not to and don't care about the consequences, why should someone with a set of brass ones that size be restricted from playing their character the way they want to?
As much as the rules are stressed, it sounded like a good idea. Personally, I think it would distinguish the class further. Then again, there wouldn't be ANY variety then.
I agree with Chayesh. There's too much of a tendency to want a rule or a code change to govern every possibility in the game. The mentality seems to be, if there's no rule against it or code stopping it, why can't I do it? The answer is role-play, which is infinitely cooler and more variegated than a rule or code can ever be. Let's keep some flexibility and tension in the game, otherwise it will be totally prefab and boring.
I agree with Chayesh. There's too much of a tendency to want a rule or a code change to govern every possibility in the game. The mentality seems to be' date=' if there's no rule against it or code stopping it, why can't I do it? The answer is role-play, which is infinitely cooler and more variegated than a rule or code can ever be. Let's keep some flexibility and tension in the game, otherwise it will be totally prefab and boring.[/quote']
Thank you, Ex-D&Der, this is EXACTLY what we feel should be the player's attitude.
Learn the RP, love the RP, RP the RP, but don't ask us to code it so you have no free will.
I have considered many times rolling a healer who intentionally goes evil and loses all his spells. I am not one to care much about being gimped, hell...this is the person who rolled an atheist paladin back in 2.0.
BREECHING the rp of a healer is an IC crime, unless I am mistaken. IE, you're not going to get banned for it...you're going to get gimped and RP punished, and RP punishments are awesome...
I would like to reccomend to the imms in charge of watching healer RP, that next time they see a healer breech RP, they RP them being summoned to their clanmaster...and their clanmaster punish them...that would rock...and make someone a lot alot alot less likely to do it again.
Who's to say we don't already do that in some cases?
I think I've had enough outcast healers to...
I mean, of course...how would I know?
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Ha! I've never had an outcast healer...course I havent played a healer since 1.0
I think I've had 6 pinnacled healers. One in 1.0, 3 in 2.0, and 2 in 3.0 and one nonpinned cabaled healer.
So that's 7 healers, two outcasts...one kicked from his cabal...
Not a good track records.
And, FYI for people who think I only play healers, that is 6 pinned healers out of my 20+ pinns.
I have pinned 6 Healers, ONE has been outcasted. (I asked for it, litterally... was like OUTCAST MEEEEEE)
I will agree it was ALLOTT funner with resserections. You can NOT tell me it is boring for a healer with all the vampires around? Man if Awendris was still here, I would be pwwwnning me some marty.. well not really, they took all my anti undead stuff away... but he would sure be annoyed!! WAHAHAHAA
Wow this is getting almost as bad as the Tribunal threads. Beating the horse sensless.
I have been playing healers mainly since 1.0. I have had all of my healers in Cabals. I have had one of my healers outcasted four times, but always for RP reasons rather than breaking Healer RP.
I still can not comprehend why it is so difficult to RP a healer correctly and not get outcasted. My last healer had upwards or close to 10 PK's on her and NONE of them were undead/vampire kills. But she was never outcast because the RP was accurate and there. Healers can not INNITIATE combat from what I have seen and been told. They can not be the AGGRESSOR. However, no where does it say that if a Healer is attacked they can not defend for their lives. I will even give you a case in point in which I still to this day find rather hilarious.
Person A walks in and attacks me. We fight for a bit and they are forced to flee. They flee one or two rooms away to "sleep" and reheal so they can attack me again.
Now seeing as how they have proved a threat to my life just a few -short- moments ago, are resting to reattack me, I was well within my rights to walk that short two rooms away and attack them again.
They continued to flee merely two rooms away and I continued to attack them. They never once left the "area" that they had originally attacked me in. They eventually died.
Did my healer break her RP? Did she do anything that would warrant outcasting? NO.
The rule of thumb I have always used for my healer that has pretty much left me free of outcasting is the "area" rule as I like to call it. If they attack me, remain in the same area, I will chase. The moment they leave the "area" then I call off attacks. If they re-enter the area, I give them the opportunity to attack again.
With as survivable as healers are, it should not matter if they get the first attack in or not, as long as you have all your spells in place and are always on guard. This has given me the opportunity to actually have a PK ratio on my latest healer but still act within the guidlines that the Immortals have set. I have had plenty of people whine and complain and tell me they were going to report me to the Immortals for Breaking Healer RP, but I am not worried because my actions were not in breach of RP.
I hope this helps a small bit in clearing up the fact that a healer can be fun.
Though I do agree, back when Raises counted for something it was a hell of alot funner. I always had agreements with all the Syndicates. Dont attack until I actually get the raise off, then when I am lagged from the raise you can try and bring me down. Or trying to run in and hit the raise command before they attacked so you could actually raise. Those were some fun fun times. So, I would not be adverse to finding some way to bring back a reason why someone would want to corpse sit and make healers an extra bit lively.
Now see, that's what I was thinking Healers weren't allowed to do. If they get attacked and WIN, forcing the attacker to flee, does the healer have to sit and take it or flee, or is the healer allowed to be "aggressive" and initiate battle again? This makes more sense to me. Thank you.
Ok I remember a storm healer who aggresively killed me in the citadel. Can't remember the name but he tried to rp some crap about blah blah blah purity. Bottom line. If you WANT to pk when you feel the need, make a cleric not a healer. Its like fighting indians with a tank. Of course the indians can win, but how can you enjoy it AT ALL.
Not sure you got the point, I had 2 kills with a healer, that is one more than one, one less than three. I hardly think that constitutes wanting to kill. Also, wasnt me, I followed church. I did however want to defend myself, and waiting for someone to re-group, heal, and not make the same mistake again while they are taunting a storm giant(who are supposed to be short tempered) at awful condition, is not good roleplay that is foolish.
Now, if a healer does agressivly attack people, they shouldnt be a healer. Once I was a battlemage and I attacked an ogre while the healer was asleep. The healer woke up and as I expected, spelled the ogre up. I fled expecting the ogre to chase, and next thing I know, the healer is chasing me too. Now no one ended up dead but for a battle that took close to an hour. I thought that constituted agression on the healers part. Now I never intentionally attacked the healer, but he was hurt in the battle by my scythes because he assisted the ogre. Was that legal, or was the healer supposed to stop when the ogre started hunting me?
re lemm: i would think that the healer did all he could to protect the life you sought to take before his/her eyes. if i was that healer, i would have done the same (but then what do i know). of course, i would have not have chased you for one real life hour, that's just crazy, unless you attacked over and over, choosing to stay in combat. but as i said before, what do i know.
I could see more healers if they were in the Tribunal opting for not having to be forced to apply a death sentence to someone. I would say that in this case, the healer did not order the death, thus it is not healer's fault that the execution takes place; executed can always blame the council who ordered the execution by overriding the choice of the capturer.
I personally hate the auto-execute. Especially when you have to capture your friend...
Make it so trib healers cant hae a guard So you're saying that the only "correct" way for a healer to capture a criminal should be taken away?
is noone listening?! If you would have something useful to say, maybe then people would listen.
My suggestions:
- Give healers automercy which they cannot turn off. Allow them to chase and initiate battle for a longer period/distance - IF they are attacked first.
1.1. When healer beats the crap out of someone (in non-challenge?), a global announcement (as like with crusaders) will be given out.
1.2. Auto-outcast. If healer kills a mercied non-undead PC, he'll be outcasted right away.
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Stronger effects for outcast. My thief was kicked by outcasted healer.

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If suggestion 1-1.2 doesnt sound good, just give 'em plain mercy.
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Give them rescue.
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Don't gimp them anymore.
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Allow spell "prayer" to stay up, if healer is attacked.
[Edit]
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Give pinned healers ability to enter the Mud School for resurrecting. Way to counteract abusing is to delete abusing character on sight.
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If 7. sounds ridiculous, allow Herald healers enter there for the purpose of resurrecting.
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Give healers spell, that gives them 10 sv aff, mal and mental. Make it available around lv 40-50. Or,
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Give healers spell, that gives them 20 sv aff, mal and mental, and take off the svs from accession.
I really like the idea of healers with mercy by default. If any class should have mercy, I'd think it would be a healer.