MeganPerk
Legacy Supporter 6
- Joined
- Oct 26, 2011
While I don't like the system, I might as well make some suggestions to make it more bearable.
Targetting
Allow the warm-up message ([name] begins to use [spell]) to display upon whom it is being cast - i.e. [player] begins to use [spell] on [target].
-This will allow players to know if they in fact are healing the correct target and cancel the horrid warm-up time if its the wrong target instead of having to wait to be surprised and angry to find out it was the wrong target.
Death mid warm-up
If the healer's target dies while the spell is still warming up, it would be nice to not let the extra time go to waste and either switch the target to default to the caster, or stop the spell and refresh the cooldown on the spell that was cast.
-The healer already suffered the loss of their companion to death, and there is no need to punish them further with the loss of mana from the spell being cast on nobody and further needing to wait for the duration of the cooldown on the spell that was cast on nobody.
Emergency heals/dispells
There should be some emergency heals that cost reagants, but are instant and do not have the warm-up times. The same should go for spells with dispells on them, such as chakra. If not make chakra fully instant, then at least make chakra cast 2 spells - When chakra is cast, it instantly costs mana and instantly dispells, but then warms up to cast the heal. If interrupted, the player is not refunded the mana for the spell and does not receive the heal - thus making chakra a VERY expensive dispell with no heal.
-If other classes like dragoon, ninja, paladin, etc. have instant saving throw spells, why shouldnt a healer be allowed to have some? Also what is the point of having dispells with high cooldowns and rampup times when they cast after the undesired spell you want dispelled has already finished its course?
Warm-up Delays
Make using the right and left mouse button add a half a second to the casting time instead of cancelling it completely.
-Nobody likes sitting there and being beat on and unable to fight back, but I see that it is intended for healers to not be able to heal freely (which i dont understand since dps can attack freely and casters can cast freely) so instead of making combat almost unbearable, why not make actions costly instead of traumatic by applying longer cast durations instead of downright loss of the cast?
Shorter warm ups
The casting durations seem longer than they should be and could use some reducing.
-I would say the average fight lasts about 6-10 seconds. The skill pray with the current warm-up system has a cooldown of 9 seconds (im guessing 3 second warm-up + 6 second cooldown?). If a healer is only able to pump out 1 heal every 9 seconds and fighting normally lasts for only 10, that heal had better be darn worth it.
-or-
Dual Casting
Allow for different spells to be cast simultaneously on their seperate warm-up timers.
Example:
~Kainzo begins casting pray on Megan- 3 second cast
~Kainzo begins casting bandage on dils1- 2 second cast
~Kainzo casts bandage on dils1
~Kainzo casts pray on Megan
-Casting one spell on one target and sitting there is not fun. It makes group healing boring and it makes healing at all boring. This allows for healers to have a more involved feel and it also allows them to actually be group healers. Fighters have to make on-the-go decisions and keep track of their cooldowns, as well as have the ability to be able to cast combo skills, so.. why can't healers? I think the multi-casting system would allow for healers to feel like they are accomplishing something and make the healer class fun and worth the wait for their heals.
This also makes silencing spells on a healer very effective as it cuts off more than one spell and ruins their combo.
Targetting
Allow the warm-up message ([name] begins to use [spell]) to display upon whom it is being cast - i.e. [player] begins to use [spell] on [target].
-This will allow players to know if they in fact are healing the correct target and cancel the horrid warm-up time if its the wrong target instead of having to wait to be surprised and angry to find out it was the wrong target.
Death mid warm-up
If the healer's target dies while the spell is still warming up, it would be nice to not let the extra time go to waste and either switch the target to default to the caster, or stop the spell and refresh the cooldown on the spell that was cast.
-The healer already suffered the loss of their companion to death, and there is no need to punish them further with the loss of mana from the spell being cast on nobody and further needing to wait for the duration of the cooldown on the spell that was cast on nobody.
Emergency heals/dispells
There should be some emergency heals that cost reagants, but are instant and do not have the warm-up times. The same should go for spells with dispells on them, such as chakra. If not make chakra fully instant, then at least make chakra cast 2 spells - When chakra is cast, it instantly costs mana and instantly dispells, but then warms up to cast the heal. If interrupted, the player is not refunded the mana for the spell and does not receive the heal - thus making chakra a VERY expensive dispell with no heal.
-If other classes like dragoon, ninja, paladin, etc. have instant saving throw spells, why shouldnt a healer be allowed to have some? Also what is the point of having dispells with high cooldowns and rampup times when they cast after the undesired spell you want dispelled has already finished its course?
Warm-up Delays
Make using the right and left mouse button add a half a second to the casting time instead of cancelling it completely.
-Nobody likes sitting there and being beat on and unable to fight back, but I see that it is intended for healers to not be able to heal freely (which i dont understand since dps can attack freely and casters can cast freely) so instead of making combat almost unbearable, why not make actions costly instead of traumatic by applying longer cast durations instead of downright loss of the cast?
Shorter warm ups
The casting durations seem longer than they should be and could use some reducing.
-I would say the average fight lasts about 6-10 seconds. The skill pray with the current warm-up system has a cooldown of 9 seconds (im guessing 3 second warm-up + 6 second cooldown?). If a healer is only able to pump out 1 heal every 9 seconds and fighting normally lasts for only 10, that heal had better be darn worth it.
-or-
Dual Casting
Allow for different spells to be cast simultaneously on their seperate warm-up timers.
Example:
~Kainzo begins casting pray on Megan- 3 second cast
~Kainzo begins casting bandage on dils1- 2 second cast
~Kainzo casts bandage on dils1
~Kainzo casts pray on Megan
-Casting one spell on one target and sitting there is not fun. It makes group healing boring and it makes healing at all boring. This allows for healers to have a more involved feel and it also allows them to actually be group healers. Fighters have to make on-the-go decisions and keep track of their cooldowns, as well as have the ability to be able to cast combo skills, so.. why can't healers? I think the multi-casting system would allow for healers to feel like they are accomplishing something and make the healer class fun and worth the wait for their heals.
This also makes silencing spells on a healer very effective as it cuts off more than one spell and ruins their combo.