Massive healingspells update - complete remake !
Posted: Tue Dec 08, 2015 2:03 pm
Greetings champions of the Inner Realms.
After careful consideration I have decided to completely remake the healing spells system in Alangara. This was based upon several factors I found problematic with the AD&D system in an online game like this.
1.
Potions...well...sucks !
The potions simply heal far too little for an PW that allows constitution bonusses on gear and stat improvements via quests etc.
2.
The healing spell systems basically make the last version of your cure-line heals completely obsolete and utterly useless.
3.
The spell progression is ludicrous. You slowly improve your heals making them a little better until suddenly *POOF* you heal everything. This in terms also mean that a level 11 cleric and 13 druid can heal an epic level 40 barbarian completely or harm an epic undead to 1d4 HP. This is outright dumb !
Another problem with this is the ability to make builds with healers, since you only need those levels to be able to completely heal yourself. ( one of the absolutely main reasons clerics have been dubbed singleclass in Alangara - and that druids/whatever builds might be problematic balance wise even though allowed. )
Well haleluja , all this can and have been ( asuming its working lol ) fixed by yours truly !
New spell list and effects...
Cure minor Wounds - 5 + 1 per caster level HP.
Cure light wounds - 10 +2 per caster level HP.
Cure moderate wounds - 15 +3 per caster level HP.
Cure serious wounds - 20 + 4 per caster level HP.
Cure critical wounds - 25 + 5 per caster level HP.
Healing circle - 50 + 6 per caster level HP, and healing radius max size.
Heal - 100 + 20 per caster level HP. - Its harm effect is now similar
Greater Restoration - 100 + 20 per caster level HP. -
Mass Heal - 100 + 20 per caster level HP. - Its harm effect is now half that damage
*** EDIT ***
Further more I have implemented bonus healing for certain classes as follows.
Pure barbarians gain +50% healing
Pure Fighters gain +30% healing
Any build including a barbarian gain +20% healing
Any build including a fighter gets +15 healing.
Any build including a Ranger or Paladin gets +10% healing.
*** REGENERATE SPELLS UPDATE ***
Regenerate and Monstrous regenerate have also been redesigned based upon classes now.
They stil have the 1 hour per caster level specialty as before.
Monstrous regeneration.
Single Class barbarian +5 HP per tick.
Single Class Fighter +4 HP per tick.
Any build including a barbarian or Fighter +3 HP per tick.
Any build including a Ranger or Paladin +2 HP per tick.
All others +1 HP per tick.
Regenerate.
Single Class barbarian +8 HP per tick.
Single Class Fighter +6 HP per tick.
Any build including a barbarian or Fighter +5 HP per tick.
Any build including a Ranger or Paladin +4 HP per tick.
All others +3 HP per tick.
I really believe this to be a very good update for basically everyone. Even the clerics and druids who might complain over their reduced harm effects will actually be better off, since we had made all higher level undead creatures immune to heal. Now we can start to remove that immunity
Also considering how this goes and after perhaps some more debate we might be able to whitelist the cleric for multi classing without ruining server balance
Feel free to comment pro's and con's ...
/tarashon
After careful consideration I have decided to completely remake the healing spells system in Alangara. This was based upon several factors I found problematic with the AD&D system in an online game like this.
1.
Potions...well...sucks !
The potions simply heal far too little for an PW that allows constitution bonusses on gear and stat improvements via quests etc.
2.
The healing spell systems basically make the last version of your cure-line heals completely obsolete and utterly useless.
3.
The spell progression is ludicrous. You slowly improve your heals making them a little better until suddenly *POOF* you heal everything. This in terms also mean that a level 11 cleric and 13 druid can heal an epic level 40 barbarian completely or harm an epic undead to 1d4 HP. This is outright dumb !
Another problem with this is the ability to make builds with healers, since you only need those levels to be able to completely heal yourself. ( one of the absolutely main reasons clerics have been dubbed singleclass in Alangara - and that druids/whatever builds might be problematic balance wise even though allowed. )
Well haleluja , all this can and have been ( asuming its working lol ) fixed by yours truly !
New spell list and effects...
Cure minor Wounds - 5 + 1 per caster level HP.
Cure light wounds - 10 +2 per caster level HP.
Cure moderate wounds - 15 +3 per caster level HP.
Cure serious wounds - 20 + 4 per caster level HP.
Cure critical wounds - 25 + 5 per caster level HP.
Healing circle - 50 + 6 per caster level HP, and healing radius max size.
Heal - 100 + 20 per caster level HP. - Its harm effect is now similar
Greater Restoration - 100 + 20 per caster level HP. -
Mass Heal - 100 + 20 per caster level HP. - Its harm effect is now half that damage
*** EDIT ***
Further more I have implemented bonus healing for certain classes as follows.
Pure barbarians gain +50% healing
Pure Fighters gain +30% healing
Any build including a barbarian gain +20% healing
Any build including a fighter gets +15 healing.
Any build including a Ranger or Paladin gets +10% healing.
*** REGENERATE SPELLS UPDATE ***
Regenerate and Monstrous regenerate have also been redesigned based upon classes now.
They stil have the 1 hour per caster level specialty as before.
Monstrous regeneration.
Single Class barbarian +5 HP per tick.
Single Class Fighter +4 HP per tick.
Any build including a barbarian or Fighter +3 HP per tick.
Any build including a Ranger or Paladin +2 HP per tick.
All others +1 HP per tick.
Regenerate.
Single Class barbarian +8 HP per tick.
Single Class Fighter +6 HP per tick.
Any build including a barbarian or Fighter +5 HP per tick.
Any build including a Ranger or Paladin +4 HP per tick.
All others +3 HP per tick.
I really believe this to be a very good update for basically everyone. Even the clerics and druids who might complain over their reduced harm effects will actually be better off, since we had made all higher level undead creatures immune to heal. Now we can start to remove that immunity
Also considering how this goes and after perhaps some more debate we might be able to whitelist the cleric for multi classing without ruining server balance
Feel free to comment pro's and con's ...
/tarashon