PDA

View Full Version : Repair/Heal Skill



Bacab
04-17-2012, 10:32 AM
Repair and Heal skill are both pretty much worthless...

What if for every 5 points in them you'd get +1% Repair/Heal Potency and 1% Crit rate on those spells?

It would make the "Gloves of Eternity" awesome.

Plus it would give you an actual real reason to put skill points into these skills.

If this seems like a bad idea...state why.

I am just thinking this would be a neat thing...especially since you radiant servant makes you take "Heal Skill" enhancements.

Alaunra2010
04-17-2012, 01:00 PM
/signed

Always in favor of ways to make the heal and repair skills relevant. I remember the first day I started playing DDO. I was used to Neverwinter Nights. Rolled a paladin, cranked up my heal skill, bought some kits... and then died while trying to figure out how to apply them to myself while fighting.

Found out they don't do anything.

*stunned silence*

.........Delete, reroll.

Anyway, regardless of the point scale that's used, this is an excellent suggestion.

madmaxhunter
04-17-2012, 01:03 PM
/signed, good idea

Mastikator
04-17-2012, 01:17 PM
/signed on making heal and repair relevant, /not signed on the implementation
Mundane skills shouldn't increase healing ability from a magical source. They're not related. IMO, besides this benefits only those with healing spells, making it pointless to invest in it if you're not using spell points
Better yet, make the heal let you use healing kit as a potion, but on anyone, slower but with more to gain over time.

Missing_Minds
04-17-2012, 01:22 PM
If this seems like a bad idea...state why.

It benefits only casters. That is why it is bad. It does not promote other classes to take it. In PnP, there are good reasons for everyone to spend a few points into such just in case they have to preform first aid. Yes, different mechanics there.

Making it a healing amp as I have suggested previously is a better idea and effects the individual receiving rather than giving. This is better suited in a video game. Given how... "physical" this game is vs. rp like PnP is/can be, it would give players pause on thinking how to best distribute those points. This would better mimic PnP in that aspect where every point counts.

Jay203
04-17-2012, 01:32 PM
It benefits only casters. That is why it is bad. It does not promote other classes to take it. In PnP, there are good reasons for everyone to spend a few points into such just in case they have to preform first aid. Yes, different mechanics there.

Making it a healing amp as I have suggested previously is a better idea and effects the individual receiving rather than giving. This is better suited in a video game. Given how... "physical" this game is vs. rp like PnP is/can be, it would give players pause on thinking how to best distribute those points. This would better mimic PnP in that aspect where every point counts.

yup, even making it so healer's and repair kits would recover health based on the heal/repair skill would be better than the op's suggestion =\

Ravoc-DDO
04-17-2012, 02:46 PM
Think of them as decorative skills, present only because they exist in PnP. You might as well assume they don't exist at all.

andy310
04-18-2012, 08:35 AM
LoL at all of you!

Please PM me your toon names, I'll black list them so I can make sure to never end up in a party with you in it!

Why!?
Simple situational example:
Let's say that our beloved and only healer is currently incapacitated after getting hit by a spell that didn't quite finish him off. In your party, NO one has a usable clicky wand or other source to get some HP back to the poor dying cleric, who keeps rolling above 50 on his d100 and is not going to stabilize...
Sooner then you know it, `Bling` your party member "Clelimas" has died.
Now you grab his stone, try to go to a shrine... the next corner you turn, new mob... everyone's half dead from the previous one already... guess what happens next!?
Party Wipe.

Just to avoid these useless situations, chances are that if you are rolling around with almost any of my toons, I'd be able to (even without necessarily having skill points invested into the actual skills) rescue the healer's life, and avoid the party wipe. Why!? Heal is usually into my hotbar, and I carry healer's kit because unlike you people I understand the simple difference between being prepared (and not wiping if I can help it) and ASSUMING something does nothing without researching it.


Now, for those of you who have never played PnP (pen and paper) I could totally understand the completely excusable mistake which the OP has made: believing that the "heal" skill is to heal your self.

However I do believe that the description of the skill does tell you exactly what it allows you to do; Patch people up.

How could you possibly work and patch your self up if you are incapacitated!?



Additionally, and most of you seem not to know...
That's not the only thing the Heal skill actually does for you; if you have enough favor or have bought the veteran status I suggest you give this a try;

1) Roll a fighter, or cleric, class doesn't really matter (if using heal don't pic WF). max out the heal skill at every level.
2) Straight off the ship, go into searing heights (might want to gab a hire first).
3) Find a shrine, and dismiss hire.
4) Get beaten up; BUT remain alive... <- 1-10 HP
5) Use the rest shrine; See how much HP you have actually recovered after resting.

Rinse and repeat,
Make sure you are rolling the same stats, class, and race; Also same feats and enhancements!
Only difference should be that this time you don't add any points at all into the Heal skill.


Moreover, if you have a high heal skill everyone who rests by you will ALSO recover more HP then normal (because supposedly you tend to their wounds during rest!)


Well, here's to hoping you start carrying around heal and repair kits!
Cheers ;)

Missing_Minds
04-18-2012, 08:47 AM
I'll black list them so I can make sure to never end up in a party with you in it!
List your own. No, I will not start carrying junk to please you. I do however keep on hand clickies of aid or greater hero to get people up. Clickies of aid are free and easy to get, everyone can use them, work a heck of a lot faster (1 second vs 6), can't be interrupted, and require NO skill check.
I haven't seen anyone try to use the heal skill, let alone in the middle of a fight since 2007.


That's not the only thing the Heal skill actually does for you; if you have enough favor or have bought the veteran status I suggest you give this a try;
Why the heck would I waste my time with that?

Fleshies use the following formula to recover HP at shrines.
3* (Healing Skill + Character Level) + 10

WF use the following formula to recover HP at shrines.
(Repair Skill * 3) + 10

HatsuharuZ
04-18-2012, 09:55 AM
I would suggest allowing repair/healing kits to be used on anyone when the party isn't engaged in combat. Make it so that the healing kits apply a regeneration effect, and the heal/repair skill effects how long the regeneration effect lasts. Also, let the repair skill be used to repair item wear when a repair kit is used on an item, or perhaps automatically when resting.

EbbOnFire
04-18-2012, 10:21 AM
Smart people could probably spend a lot of time and come up with reasonable ways to make the Heal and Repair skill worthwhile in the game. But why bother? It's not as if there are a lot of level 20 characters running around heavily invested in these skills, just waiting for the rules to change to get their payoff. Right now these skills are a trap for new players, nothing more, and it's a trap that's made worse by the suggestion in the character builder that they are good skills to take for some classes.

Isn't the easier, better thing to do to just remove them from the game entirely? Give those characters who have points in the skills their points back, and let them spend them on something else. Of course, there's no interface in the game now for spending skill points except at level-up, so there's obviously some work there, and it's hard to argue that making a change like this is a wise use of developer resources.

So the next best thing is to flag the skills appropriately. Change the character generator so that new players are warned away from certain skills, or even hide them under an "advanced" tab, with a warning that these skills (I'd include Swim in that bucket) are of use only for certain specialized builds, and are probably not good for new players.

Jay203
04-18-2012, 12:51 PM
Please PM me your toon names, I'll black list them so I can make sure to never end up in a party with you in it!
.....


if that's your idea of a party worth grouping, don't party with any of us then
'cause no one in their right mind would waste an inventory slot carrying healer's/repair kit just to use their repair/heal skill to bring someone back up
that slot is way better off reserved for wands, scrolls, clickies, tools, potions

letour
04-18-2012, 12:52 PM
I got an idea to make those skill more valuable. Someone with hight heal or repair can summon some special heal/repair shrine a number per rest equal to his (heal/repair value)/10 or 15. Those special shrine can only restore pv like normal shrine, but no sp. Create the shrine may consumme a healer/repair kit (the quality of the kit may affecte healing potential of the shrine too). That will also made free agents more valuable and may give more self-heal to some classe too. This will be fun because this also respect the non-magical version of heal/repair skills. Additionally, the heal/repair shrine can also have some unique design to make them different from regular rest shrine. Repair will only work for warfoged and heal one for fleashy.

Jay203
04-18-2012, 12:57 PM
I got an idea to make those skill more valuable. Someone with hight heal or repair can summon some special heal/repair shrine a number per rest equal to his (heal/repair value)/10 or 15. Those special shrine can only restore pv like normal shrine, but no sp. Create the shrine may consumme a healer/repair kit (the quality of the kit may affecte healing potential of the shrine too). That will also made free agents more valuable and may give more self-heal to some classe too. This will be fun because this also respect the non-magical version of heal/repair skills. Additionally, the heal/repair shrine can also have some unique design to make them different from regular rest shrine. Repair will only work for warfoged and heal one for fleashy.

not efficient at all, requires summoning of shrine and then using the shrine to heal
requires a separate shrine summoned for wf
still better off just doing what neverwinter nights did with heal/repair

letour
04-18-2012, 01:57 PM
The goal is not to be more efficent than magic healing just to make the skill worth taking. A lot challenge require self sufficent and have a lot dead time. Poeple may use this dead time to restore their pv. I personnaly didn't see this skill less efficent then the monk wholeness body class feature because it affect teamate too.

Jay203
04-18-2012, 02:20 PM
The goal is not to be more efficent than magic healing just to make the skill worth taking. A lot challenge require self sufficent and have a lot dead time. Poeple may use this dead time to restore their pv. I personnaly didn't see this skill less efficent then the monk wholeness body class feature because it affect teamate too.

if it's not efficient and doesn't provide enough benefit to be worth using, it'll still be in the same place it is now
what you're proposing is less effecient than magical healing and heals for less, it's unlikely people will be convinced to use it. now if it's efficient but heals less, that's a different story