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Kriptini
08-11-2009, 06:17 PM
<p>Hey, everyone! My name is Kriptini, and I play an 80 Templar on the Everfrost server. I am a casual raider with a basic interest in game mechanics, especially mechanics that pertain to my class, the Templar.</p><p>I have been studying Sacrifice for a while now and have concluded that the best way to "fix" or "improve" this spell would be to have the Templar's HP only transfer down as much as was actually healed on the target. Many people have come to this conclusion before me, but the question remains, "How can this be implemented?"</p><p>I chanced upon a certain post in an unnamed Warden discussion thread that talked about some improvements they were getting in Sentinel's Fate, called "rollover." This change was first mentioned at the Mechanics Panel at the latest Fain Faire. Rollover basically works like this:</p><p><em>"Any healing NOT applied in the initial hit or on any given tick (ie because the target doesnt have that much of a deficit of HP) will roll over to the next tick. Meaning that near the end say Photosynthesis VII could heal for 10k+ because of saved up healing." </em><em>-Barx, Antonia Bayle</em></p><p>This got me thinking: Would it be possible to add a rollover effect to Sacrifice that replenishes the Templar's health for whatever was not healed on the tank? Here's how Sacrifice works currently:</p><p>Cleric casts Sacrifice. Cleric takes x focus damage (amount that takes Cleric down to 5% of max health). Target is healed for x amount.</p><p>However, with Rollover, it could work like this:</p><p>Cleric casts Sacrifice. Cleric takes x focus damage. Target is healed for y amount (X - target's max health). Cleric is healed for z amount (X - Y).</p><p>In Layman's terms, any healing Sacrifice applies to the target that puts the target over their max health is rolled back to the Templar, so no healing is wasted.</p><p>With this Rollover system, the devs could make an amendment to our spell whilst working on the Druids' HoT Rollovers, thereby saving the devs time and making Clerics much happier in general.</p><p>If you support the idea, please post!</p><p>If you do not support thi idea, please post, but explain why you do not support the idea.</p><p>I hope that a developer can get this looked into when they have spare time, and hopefully, Sacrifice will become the spell we always wanted it to be in Sentinel's Fate. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p><p>Sincerely,</p><p>Kriptini Llusion</p><p>Everfrost</p>

rtoub
08-11-2009, 07:55 PM
<p>This is a very reasonable idea.  I think possiblly the mechanics may not work exactly as described but it should work in some way and improve the ability without making it overpowered.</p><p>Definatly worth developers time to look into the possiblity of this in my opinion.</p><p>Even though I use Sacrifice and think it is working as is, this would improve it without making it overpowered.</p><p>This idea has my full support.</p>

Perrigrin
08-11-2009, 09:33 PM
<p>I like it! I would support either idea actually. Either only take as much life away as is healed, OR do the rollover thing. I think both are equally reasonable.</p>

Kriptini
08-11-2009, 09:52 PM
<p><cite>Zemi@Butcherblock wrote:</cite></p><blockquote><p>I like it! I would support either idea actually. <strong>Either only take as much life away as is healed</strong>, OR do the rollover thing. I think both are equally reasonable.</p></blockquote><p>Coding the spell to incorperate rollover would essentially make Sacrifice only take as much life away as healed.</p>

Zapo
08-12-2009, 06:17 AM
<p>I like the idea and don't see why this couldn't be implemented for Sacrifice if SOE implements a rollover for druids.</p><p>There are some minor issues in your maths though, see below. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p><p><cite>Kriptini@Everfrost wrote:</cite></p><blockquote><p>Cleric casts Sacrifice. Cleric takes x focus damage (amount that takes Cleric down to 5% of max health). Target is healed for x amount.</p><p>However, with Rollover, it could work like this:</p><p>Cleric casts Sacrifice. Cleric takes x focus damage. Target is healed for y amount (X - target's max health). Cleric is healed for z amount (X - Y).</p></blockquote><p>Better:</p><blockquote><p><em>Cleric casts Sacrifice. Cleric takes x focus damage (amount that takes Cleric down to 5% of max health). Target is healed for y amount where y = minimum(x, target max health - target current health).</em></p><p><em>However, with Rollover, it could work like this:</em></p><p><em>Cleric casts Sacrifice. Cleric takes x focus damage. Target is healed for y = minimum(x, target max health - target current health). Cleric is healed for z amount (X - Y).</em></p></blockquote>

Calain80
08-12-2009, 06:50 AM
I also fully support this idea. I don't want anything more for the AA, but this would be a nice way to make the AA useful without making it to powerful.

Splatty_Spat
08-12-2009, 07:48 AM
<p>Good post, nice idea. I concurr</p>

Mysk1
08-12-2009, 08:28 AM
<p>Good idea.  <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>

rtoub
08-12-2009, 01:09 PM
<p>Depending on the timing it could involve more risk than just only taking damage based on amount healed.  Technically you are at 5% at cast time, and if you were damaged for 5% you would be dead before the heal triggered.</p><p>The other fact is we are assuming the main reason they don't implement the damage based on amount heal is there isn't a mechanic for doing that.  Since they are adding mechanics for rollover healing based on amount heal, depending on the details it may easily be used on Sacrifice.</p><p>We are also assuming a developer will somehow read or get told about this.  I was hoping some other healer class would come whine about making templars even more overpowered and increase the post count but it doesn't look like it will happen.</p>

Zuiya
08-12-2009, 01:48 PM
<p><cite>Altir@Blackburrow wrote:</cite></p><blockquote><p>I was hoping some other healer class would come whine about making templars even more overpowered and increase the post count but it doesn't look like it will happen.</p></blockquote><p><span style="color: #00ff00;">LOL... we may think that you are slightly OP, but we still love you </span><img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /><span style="color: #00ff00;">. And Sacrifice was butchered quite badly so it would only be fair to fix it. I have no problems supporting an improvement to your Sacrifice while at the same time hoping for something good for druids finally (no, I am not holding my breath) </span></p><p><span style="color: #00ff00;"></span></p><p><span style="color: #00ff00;">Tunare's Blessings!Zuiya Silverfern,Warden and TailorPermafrost</span></p>

mafoe
08-12-2009, 02:40 PM
<p>I second the OP.</p><p>Plx make Sacrifice make sense.</p>

Kyior
08-12-2009, 03:22 PM
<p>/agree</p>

Kriptini
08-13-2009, 02:53 AM
<p><cite>Altir@Blackburrow wrote:</cite></p><blockquote><p>The other fact is we are assuming the main reason they don't implement the damage based on amount heal is there isn't a mechanic for doing that.</p></blockquote><p>I think YOU'RE the only one assuming this, bro. I just thought this would be the most convenient way for the devs to implement it.</p>

rtoub
08-13-2009, 02:29 PM
<p>Well the alternative is there is a way to do it, and they haven't, which means they probably will not do this either.</p><p>I prefer to think they agree that it needs improvement and this new method is a workable solution.</p>

Gisallo
08-13-2009, 08:20 PM
<p>I wouldn't say templars are OP, and sacrifice is a mess because there is no way you should lose 95% of your bealth if all fo that doesn't go to your target.  The only issue I have ever had with templars was because of the people who play them.   Every healer has a "job" and its really only if you want to be doing the other job that you get upset and think another is OP. </p>

Arielle Nightshade
08-13-2009, 09:24 PM
<p><cite>Galibier@Lucan DLere wrote:</cite></p><blockquote><p>I wouldn't say templars are OP, and sacrifice is a mess because there is no way you should lose 95% of your bealth if all fo that doesn't go to your target.  The only issue I have ever had with templars was because of the people who play them.   Every healer has a "job" and its really only if you want to be doing the other job that you get upset and think another is OP. </p></blockquote><p>I have a raiding Warden and Templar both, so stand to benefit from either kinds of rollover (HoT or Sacrifice).  I agree Sacrifice has been ruined from it's original intent (or at least how it originally worked when introduced).</p><p>I think the OP's suggestion is excellent and hope the devs implement it or something similar.</p>

TalinRedGuard
08-15-2009, 12:37 AM
<p>I agree with the OP as well, sounds like a great idea.</p><p>Another thought, if the code cannot be changed, perhaps we can add a few +resists to sacrifice. Say, +X(say 255)(based on AA points, if they increase it from the initial one point required) vs. slashing/crushing/piercing; +X(say 2500?) (based on AA points if they increase it) vs. heat/mental/disease/divine/cold/magic etc etc for 15sec.</p><p>The reason so many people have issues with this ability is because of AOE's correct? If it happens to be cast right before an AOE we are going to get one shotted. With the addition of a range of resists, we would hopefully have a better chance to withstand the AOE (I know its a longshot!) and reheal ourselves. I understand the idea of sacrifice, I mean the name says it all, but jeez give us some form of a chance, if you MT templar goes down, with all of the crap going on in raids nowadays it's tough to recover, especially right after an AE, MT loses a ton of buffs.</p><p>By adding resists for a short period of time and leaving the focus damage (please don't!) that brings us down to 5%, no one will be using it just to buff resists.</p><p>Mugato of Nektulous</p>

Avirodar
08-16-2009, 12:41 PM
<p>The suggestion of adding resists and mitigation to help protect the cleric, will make such a little difference it will not be worth it.With that said, I would love to see Sacrifice get fixed. The suggestion in the OP is nice.I also concur with any notions that templars are OP, because they are. That is all.   <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Macalacca
08-16-2009, 02:00 PM
<p>/agree <img src="/eq2/images/smilies/47941865eb7bbc2a777305b46cc059a2.gif" border="0" /></p>

Buckminster
08-17-2009, 11:54 AM
<p>I think the OP has an excellent idea. With that sort of mechanic, I'd probably put Sacrifice back on a hotkey again, rather than just on a non-keyed hotbar.</p><p>Now to bring this to a mechanics dev's attention!  <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Kriptini
08-17-2009, 02:27 PM
<p>A Mechanics Developer has been notified, it's up to him whether he reads the post or not. =P</p>

Ulreka
08-18-2009, 02:40 AM
<p>The suggestion for a new, reasonable mechanic is great.</p><p>Props to the OP... hope they take a look here.</p>

Kriptini
08-20-2009, 07:17 PM
Currently, the dev I sent a PM to has not looked at this thread yet. Perhaps he is on holiday? In the meantime, remember to send a /feedback if you haven't yet. =)

Oakum
08-20-2009, 08:58 PM
<p><cite>Zuiya@Permafrost wrote:</cite></p><blockquote><p><cite>Altir@Blackburrow wrote:</cite></p><blockquote><p>I was hoping some other healer class would come whine about making templars even more overpowered and increase the post count but it doesn't look like it will happen.</p></blockquote><p><span style="color: #00ff00;">LOL... we may think that you are slightly OP, but we still love you </span><img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /><span style="color: #00ff00;">. And Sacrifice was butchered quite badly so it would only be fair to fix it. I have no problems supporting an improvement to your Sacrifice while at the same time hoping for something good for druids finally (no, I am not holding my breath) </span></p><p><span style="color: #00ff00;"></span></p><p><span style="color: #00ff00;">Tunare's Blessings!Zuiya Silverfern,Warden and TailorPermafrost</span></p></blockquote><p>I really dont mind templers being OP in the healing/buff department. Its that they can out DPS me and wear plate instead of leather if they tried that bothers me. lol. I have seen that from a templer who me and him put our best dps gear on and went to town on a named in SoH. He beat me by like 1500 dps, lol.  We both raided together for months so had the same sort of choices.</p><p>Now I personally think the rollover for druids, especially wardens are a bit of a waste. Fury's may have a small healing ability issue but wardens do not and making the heal parse with 3 healers in it look more equal does not fix the real druid issues.</p><p>They are buffs for group dps that are actually useful.  Warden has only a single target melee and fury's get a group INT which most mages are at or well above softcap if raiding anyway and a single target also. Another issue (for wardens, furys are fine) is that the tradeoff of heavier armor for the ability to outdps the heavier armor classes was somehow forgotten on wardens with the LU's since the big combat revamp of LU-13 when healer DPS was balanced between all the classes.</p><p>Defensive buffs are a big problem for druids also. The buffs of clerics and shaman make a tank/group much more survivable then a druids buffs do which is why if you see a MT group with only 2 healers as raids get geared up, they are usually a Templer and Shaman while the prefered non MT healers are not druids either since the buffs of clerics and shaman allow them to be more survivable and take more damage, do less jousting and therefore kill quicker.</p><p>The flip side is that I personally do not want a duplicate skill of a cleric or shaman. Give me something else to fix druid problems.</p>

Kriptini
08-21-2009, 01:20 AM
<p><cite>Oakum wrote:</cite></p><blockquote><p>The flip side is that I personally do not want a duplicate skill of a cleric or shaman. Give me something else to fix druid problems.</p></blockquote><p>If you would like fixes for your Druid problems, I would suggest making a thread on the Druid forums instead of derailing this thread. Thanks! =)</p>

SpineDoc
08-21-2009, 11:15 AM
<p>Please... It's all in an advanced setup.  I've seen wardens solo heal Palace right to the end AND dps a decent amount, AND keep their power at full which is amazing to me as I feel like a power hog, but you don't see me crying for a nerf to Wardens.  I don't disagree with you that you should DPS more and heal less IN HEAL MODE, but in DPS mode it should be fairly equal (gear and AA considered).</p><p>I honestly think the whole healer-DPS thing has seriously skewed our perspective on group responsibilities.  I'm fully in favor of the Cleric being a better healer than the Druid, but letting the Druid DPS more.  I do agree that either class shouldn't have both, but I think in your particular case you were both only DPSing.  Should you win in a purely DPS vs. DPS scenario with full DPS gear and AA spec?  Of course, but I just don't see the point of caring about it.</p><p><cite>Oakum wrote:</cite></p><blockquote><p><cite>Zuiya@Permafrost wrote:</cite></p><blockquote><p><cite>Altir@Blackburrow wrote:</cite></p><blockquote><p>I was hoping some other healer class would come whine about making templars even more overpowered and increase the post count but it doesn't look like it will happen.</p></blockquote><p><span style="color: #00ff00;">LOL... we may think that you are slightly OP, but we still love you </span><img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /><span style="color: #00ff00;">. And Sacrifice was butchered quite badly so it would only be fair to fix it. I have no problems supporting an improvement to your Sacrifice while at the same time hoping for something good for druids finally (no, I am not holding my breath) </span></p><p><span style="color: #00ff00;"></span></p><p><span style="color: #00ff00;">Tunare's Blessings!Zuiya Silverfern,Warden and TailorPermafrost</span></p></blockquote><p>I really dont mind templers being OP in the healing/buff department. Its that they can out DPS me and wear plate instead of leather if they tried that bothers me. lol. I have seen that from a templer who me and him put our best dps gear on and went to town on a named in SoH. He beat me by like 1500 dps, lol.  We both raided together for months so had the same sort of choices.</p><p>Now I personally think the rollover for druids, especially wardens are a bit of a waste. Fury's may have a small healing ability issue but wardens do not and making the heal parse with 3 healers in it look more equal does not fix the real druid issues.</p><p>They are buffs for group dps that are actually useful.  Warden has only a single target melee and fury's get a group INT which most mages are at or well above softcap if raiding anyway and a single target also. Another issue (for wardens, furys are fine) is that the tradeoff of heavier armor for the ability to outdps the heavier armor classes was somehow forgotten on wardens with the LU's since the big combat revamp of LU-13 when healer DPS was balanced between all the classes.</p><p>Defensive buffs are a big problem for druids also. The buffs of clerics and shaman make a tank/group much more survivable then a druids buffs do which is why if you see a MT group with only 2 healers as raids get geared up, they are usually a Templer and Shaman while the prefered non MT healers are not druids either since the buffs of clerics and shaman allow them to be more survivable and take more damage, do less jousting and therefore kill quicker.</p><p>The flip side is that I personally do not want a duplicate skill of a cleric or shaman. Give me something else to fix druid problems.</p></blockquote>

Kriptini
08-21-2009, 07:00 PM
<p><cite>SpineDoc wrote:</cite></p><blockquote><p>I honestly think...</p></blockquote><p>I honestly think there is a better place to argue this!</p>

Sfumato2047
08-21-2009, 09:15 PM
<p><cite>Kriptini@Everfrost wrote:</cite></p><blockquote><p><cite>Oakum wrote:</cite></p><blockquote><p>The flip side is that I personally do not want a duplicate skill of a cleric or shaman. Give me something else to fix druid problems.</p></blockquote><p>If you would like fixes for your Druid problems, I would suggest making a thread on the Druid forums instead of derailing this thread. Thanks! =)</p></blockquote><p>I am the healer he speaks of and to be fair I am amazing and not your typical healer, just kidding. But really in order to pull that off I had to do 0 healing and use my undead line from my AA tree. It was just a situational deal for fun.</p>

Karrane1
08-22-2009, 01:45 PM
I think the original post is a Great idea! And I hope that the mechanic dev stops to read it..

Sprin
08-28-2009, 04:24 PM
<p>Sounds too complicated...  Complicated fixes = will never happen, especially where changing game mechanics are involved</p><p>Easy solutions:</p><p>A.) Make it a ward (Templars get a ward, just make it like that, where it expires after one hit up to 95% of the clerics HP) or just a regular working ward</p><p>or</p><p>B.) Make it a reactive with the amount of the reactive being = 95 percent of the cleics HP and have it expire when the HP points are gone.... which is very similar to a ward, but very "clericky" sounding <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> if you call it a reactive vs a ward</p><p>both of which would have a 20-30 second timer on them so it doesnt jsut stay there indefinately if the target isnt getting hit</p><p>Very much like the Manaward on a Coercer...  cept HP is taken away as opposed to Power</p>

CuCullain
08-28-2009, 07:59 PM
<p><cite>Sprinng@Nagafen wrote:</cite></p><blockquote><p>Sounds too complicated...  Complicated fixes = will never happen, especially where changing game mechanics are involved</p><p>Easy solutions:</p><p>A.) Make it a ward (Templars get a ward, just make it like that, where it expires after one hit up to 95% of the clerics HP) or just a regular working ward</p><p>or</p><p>B.) Make it a reactive with the amount of the reactive being = 95 percent of the cleics HP and have it expire when the HP points are gone.... which is very similar to a ward, but very "clericky" sounding <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> if you call it a reactive vs a ward</p><p>both of which would have a 20-30 second timer on them so it doesnt jsut stay there indefinately if the target isnt getting hit</p><p>Very much like the Manaward on a Coercer...  cept HP is taken away as opposed to Power</p></blockquote><p><span style="font-family: Verdana; color: #000000; font-size: 9pt;"><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-family: Verdana; color: #ffffff; font-size: 9pt;">Need to consider a few things when suggesting what you have;</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-family: Verdana; color: #ffffff; font-size: 9pt;">In general people need to understand that Sacrifice's primary use, as it was originally, was as an emergency raid situation heal. The tank is about to die, you throw an emergency heal into him. In groups it still works, but tbh most group mobs don't hit hard enough to suddenly kill your tank and also in general it is not nearly as dangerous to be reduced to 5% HP.</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-family: Verdana; color: #ffffff; font-size: 9pt;">A. As it is now, shamans in general, Defilers especially, already begrudge that we have our 1 ward and also campaigned to have our current spell nerfed to how it is now. If you make it a ward in any way you will likely create a tidal wave of disgruntled shamans. In addition making it a 1 shot ward up to X makes it no less useful.. perhaps even more useless.</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-family: Verdana; color: #ffffff; font-size: 9pt;">B. Making it a reactive also defeats the primary purpose. If you tank is suddenly about to die, it doesn't matter if he has 5 million reactives on him, he is dead if it hits him again for enough to 1 shot him. Wards are the only heal that prevent a person from dying if the hit is strong enough to kill the person before the heal. I'd also suggest that a great many times when a MT dies in any situation, especially raids however, he often does so with left over reactives.</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-family: Verdana; color: #ffffff; font-size: 9pt;">Unfortunately I also agree, and the devs seem to also, that making sacrifice heal "up to" 5% is to difficult to code/not worth the time to code. That is why I agree with the recent suggestions of using the up and coming HoT mod to create an effect to use the left over healing in sacrifice.</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-family: Verdana; color: #ffffff; font-size: 9pt;">Unfortunately I don't see us getting much in the way of developer feedback despite the stated goals from Brenlo in regards to such things. Sony has made some decisions regarding budgets and personnel and unfortunately they seem to have handi-capped this development team from supporting the product in a way that it needs to be. They didn't choose to be understaffed and overwhelmed, but that is simply how it seems to be now. For whatever reason, EQ2 is essentially in maintenance mode now and the odds of it ever coming out of it now are slim to nill. Well enough form me, time to get back in the line with all the other people who are either leaving or simply hanging out until something else hits the shelves.</span></p></span></p>

Sprin
08-31-2009, 02:10 PM
<p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Sprinng@Nagafen wrote:</cite></p><blockquote><p>Sounds too complicated...  Complicated fixes = will never happen, especially where changing game mechanics are involved</p><p>Easy solutions:</p><p>A.) Make it a ward (Templars get a ward, just make it like that, where it expires after one hit up to 95% of the clerics HP) or just a regular working ward</p><p>or</p><p>B.) Make it a reactive with the amount of the reactive being = 95 percent of the cleics HP and have it expire when the HP points are gone.... which is very similar to a ward, but very "clericky" sounding <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> if you call it a reactive vs a ward</p><p>both of which would have a 20-30 second timer on them so it doesnt jsut stay there indefinately if the target isnt getting hit</p><p>Very much like the Manaward on a Coercer...  cept HP is taken away as opposed to Power</p></blockquote><p><span style="font-size: 9pt; color: #000000; font-family: Verdana;"><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-size: 9pt; color: #ffffff; font-family: Verdana;">Need to consider a few things when suggesting what you have;</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-size: 9pt; color: #ffffff; font-family: Verdana;">In general people need to understand that Sacrifice's primary use, as it was originally, was as an emergency raid situation heal. The tank is about to die, you throw an emergency heal into him. In groups it still works, but tbh most group mobs don't hit hard enough to suddenly kill your tank and also in general it is not nearly as dangerous to be reduced to 5% HP.</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-size: 9pt; color: #ffffff; font-family: Verdana;">A. As it is now, shamans in general, Defilers especially, already begrudge that we have our 1 ward and also campaigned to have our current spell nerfed to how it is now. If you make it a ward in any way you will likely create a tidal wave of disgruntled shamans. In addition making it a 1 shot ward up to X makes it no less useful.. perhaps even more useless.</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-size: 9pt; color: #ffffff; font-family: Verdana;">B. Making it a reactive also defeats the primary purpose. If you tank is suddenly about to die, it doesn't matter if he has 5 million reactives on him, he is dead if it hits him again for enough to 1 shot him. Wards are the only heal that prevent a person from dying if the hit is strong enough to kill the person before the heal. I'd also suggest that a great many times when a MT dies in any situation, especially raids however, he often does so with left over reactives.</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-size: 9pt; color: #ffffff; font-family: Verdana;">Unfortunately I also agree, and the devs seem to also, that making sacrifice heal "up to" 5% is to difficult to code/not worth the time to code. That is why I agree with the recent suggestions of using the up and coming HoT mod to create an effect to use the left over healing in sacrifice.</span></p><p style="margin-left: 12pt; margin-right: 12pt;"><span style="font-size: 9pt; color: #ffffff; font-family: Verdana;">Unfortunately I don't see us getting much in the way of developer feedback despite the stated goals from Brenlo in regards to such things. Sony has made some decisions regarding budgets and personnel and unfortunately they seem to have handi-capped this development team from supporting the product in a way that it needs to be. They didn't choose to be understaffed and overwhelmed, but that is simply how it seems to be now. For whatever reason, EQ2 is essentially in maintenance mode now and the odds of it ever coming out of it now are slim to nill. Well enough form me, time to get back in the line with all the other people who are either leaving or simply hanging out until something else hits the shelves.</span></p></span></p></blockquote><p>There are plenty of spells that overlap between healer classes... who cares if the Sacrifice is one of them.. Take direct heals and mitigation buffs for one...  they all got em....</p><p>And you cant have it both ways TBH... its called Sacrifice for a reason.. if it wasnt a sacrifice what point is there?   Like you said, its an emergency heal for when an ally is going down.... if you are using it when they have 90 percent HP then whos fault is that TBH?  Thats like spamming your emergencies at the start of every fight and then complaining they are on too long of a reuse timer... dont spam the spells when they arent needed and it wont be a problem...</p><p>I was suggesting ways to "fix" a problem that really doesnt exist TBH...</p>

Kriptini
09-05-2009, 01:39 AM
<p>"Soulward" gives the Defiler's soul to ward the target. The Defiler's whole soul is used in the warding; not a point is wasted.</p><p>"Sacrifice" gives the Cleric's life to heal the target. Life will only be transferred until the target is at 100%. Any excess will be completely wasted.</p><p>Sprinng, I don't see where your "logic" comes from TBH.</p>