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Re: Heal on dmg eqsTue Aug 31 23:18:35 2010 MST
Vor
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So, I have a question for those of you out there who like the idea of eq that heals when you take damage. As it stands now, the healing is done over time (usually a few times a minute) up to the max allowed healing. Each individual heal is fairly puny. Would you guys prefer to see it changed so that the healing was far more rare (maybe only once every minute or two) but a larger lump of healing? Obviously the average healing over time would be identical, but I'm curious as to whether it's more fun for you to see a lot of messages with little noticeable healing per message, or a lot of healing at once with fewer messages?



It seems like in most other cases you guys prefer lots of messages to lumps of effect, but this healing thing seems to be a situation where that may not be the case.
>Re: Heal on dmg eqsWed Sep 1 06:35:52 2010 MST
Tranquil
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>So, I have a question for those of you out there who
>like the idea of eq that heals when you take damage.

Based on my experience with randomly activated specials of various
frequency, the faster-but-weaker version seems to be more reliable
over the long term. While they do have a weaker effect per
activation, the frequency of the effect allows the user to
reasonably expect that the special will activate when it would be
useful for it to do so.

The more rare-but-powerful specials tend to be much more
unpredictable and, because of this, it's often difficult to make
reliable use of them. More than a few times I've thought, 'Oh, at
least I know the special on <X armor> still activates' when that
happens, and that's been about the extent of its usefulness to me.
This unreliablility in functional effect reduces the status of the
rare-frequency special to 'a message you will see occasionally in
combat that has a cool effect you don't want to plan on needing',
which can effectively mean that you're better off with an eq that
doesn't have some of its eqstat value tied up in 'unreliable'
effects.

Incidentally, for player-activated specials, such as those on
Shining silver belt, and the Glove of life/death combo, I'd prefer
the stronger and less frequent (longer cooldown) versions more
useful, purely because they activate when they're told to activate,
as opposed to when it's mostly irrelevant for them to, allowing the
player to plan the use of those features into their gameplay.
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