"Q: CB needs a healing spell!
A: This adds nothing to the game that simply training HP (or AS, or protection, or endurance...) doesn't."
Here's a take on this entry.
Why not have a DD spell (ED would bring problems with DM) that instead of damaging opponents, heals one (or spread like FB/CoC for multiple targets) minion of your team?
The reason this is different to HP or AS or any damage reduction, is they are static benefits that happen from round 0.
This healing would stop the moment the casting minion is killed.
That is why I don't think it's covered by the FORS entry.
The amount healed would have to be small for balance, has the opportunity to be a wasted action if non of your minions are damage, and also removes the ability for that minion to be able to deal any damage.
As a DD it would also be reduced, and generate a backlash from AMF.
I think it would be an interesting addition but wouldn't this make rounds last longer and result in more stalemates?
Which goes back to that I think fights should last longer then 25 rounds...
September 4 2005 2:20 PM EDT
excellent idea. this would bring the CoC mage into play as the best mage ever!
that's sound pretty stupid idea to me.
Any reason MP? If constructive criticism is given, ideas can be improved.
Vamparic Aura, Abla. Shield, Leeching 20% HP weapons..These all are Healing spells + equipments. That is enough. I think add 20 extra rounds to a fight that's already 18 rounds 'cause of "too much healing" is boring and/or stupid.
VA depends on hitting your target. AS is a static HP increase, just like training HP.
None of my fights last past 6 rounds.
I don't think this idea is boring nor stupid.
September 4 2005 2:45 PM EDT
Healers have always been overpowered. Why? They out-heal the damage. And if you make them heal less, they'll be useless in 4minion teams because of dilution.
September 4 2005 2:49 PM EDT
Why not have something like transfer HP, where the minion transfers part of its HP to a random minion each round. Weakens the minion, 'heals' another, and has a chance of healing itself, which is just a waste. And it can kill itself so don't overpower it without training enough HP.
A Great suggestion Flamewind! More of a 'Wound Transfer' than a heal. :)
September 4 2005 6:18 PM EDT
Why not just make va able to heal even with doing dd. make decay an exception.
September 4 2005 8:05 PM EDT
Before I dismiss the idea, GL, would you mind explaining one's motivation for using this DD-heal instead of AS? i.e. What is the choice the player must make?
Salt, AS or even training HP is a guranteed fixed increase.
This would be a more varied HP gain, spread over multiple rounds. You could gain much more HP than trianing AS or HP, if your healer lives until the end of the fight, or much less, if it's your first minion killed.
September 5 2005 4:10 AM EDT
this is nothing more than VA but instead of working in healing for dealing physical damage in melee, it is for dd
Dude, either version are nothing like VA. I don't know how much easily I can explain mine to get you to understand this.
OK, they both give a minion back HP. From there, the mechanics are totally different...
September 5 2005 8:14 PM EDT
So it's HP or AS with randomness thrown in. The choice the player must make, then, is whether they want a fixed or variable amount of HP gain.
I'm still struggling to think of a strategically advantageous context for it.
September 5 2005 8:25 PM EDT
Advantage #1 is that your healing wouldn't be dispelled by DM.
September 5 2005 9:52 PM EDT
Ahh, I get it now, thanks Wonderpuff. :)
Advantage #2. If your Healer lasts long enough, you'll get back more HP s than you would if you spent the same amount of xp on either HP or AS.
But there's a chance you might not!
September 6 2005 2:14 AM EDT
hehe I bet seekers will terminate your 'healer' in a snap :P Especially when everyone can buy seekers from auction now, sometimes at cheaper price !
:) Another reason to have it as a DD spell!
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<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=001VCV">FORS 12</a>