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View Full Version : Curing better or worse in SF?


Aanadorn68
11-13-2009, 12:10 AM
<p>So I was just reading on some of the ramblings of what is supposed to happen with the SF expansion:</p><p><span style="text-decoration: underline;"><strong>Out-of-Control Curing</strong></span></p> <p style="padding-left: 30px;">It is recognized that Curing is perhaps getting out-of-control. Casting time of individual cure potions may be considered. In addition, certain detriments are getting different effects on them such that curing that detriment can be worse than leaving it, or may cause another detriment to trigger. The intention was never to stare at the Profit Cure bar the entire fight.</p><p style="text-align: left;"> </p><p style="text-align: left;">What scares me about this is "curing that detriment can be worse than leaving it".  So they are introducing a new level of difficulty in regards to curing, now we have to decide which specific cure we have to heal, and which one we have to leave alone.   It sounds to me like they are complicating cures, not streamlining them.</p><p style="text-align: left;">Thoughts?</p>

LardLord
11-13-2009, 12:27 AM
<p>I hate the effects like that in Guk3, and I would be annoyed if they expand upon those effects next expansion. </p><p>Penalizing healers for curing is very similar to penalizing DPS classes for DPSing like they did on the original Nexona and a few other mobs.  It's frustrating...makes people want to not play the game.</p>

StaticLex
11-13-2009, 06:29 AM
<p>If I have to do less of something that is tedious then I'm all for it.  I'm mostly curious to see how they plan to implement it though since as a healer you generally can't cure something without curing everything.</p>

Calain80
11-13-2009, 11:26 AM
Actually I'm all for it as long as you don't have some things happening like in Guk where you have to cure some things and must not cure others and both can be on the same person at the same time. So like a mob that throws one of two possible Arcane AEs once every minute. One you must cure and one you must not. Now when the AE hits you must look on the icon and only if it is the right AE you cure it. That is acutally nice, as you have to think on not just to click.

Cythera
11-13-2009, 12:16 PM
<p>Just wondering how this will work with group cures. And are we going to go back to a one cure for each detriment that we had previously?</p><p>While yes, some damage shields that proc a crap ton of things to cure off dps classes are a pita, I find the incurable effects that have a chance to interrupt on beneficial casts far more frustrating. Some nights on a bad rng run, on fights like Trakanon, I feel like I am perma-unable to cast anything due to the interrupts. And no, I'm not referring to Prophetic Scrutiny.</p><p>What about items that proc cures. I guess these will have to be scrapped. And Manacure. Inquisitor mythical clicky?</p><p>Why intimate that they will be giving all healers an ability to cure similar to that awesome clicky and then add in a mechanic such as this?</p><p>With the abundance of healers that already don't cure, either because they don't understand the importance of it, or are just plain lazy, you are going to really shrink the pool of capable curers that is already pretty small to begin with.</p><p>I guess we will be able to get cranky with the dps classes that already make mistakes using their cure potions. Now they are REALLY going to have to pay attention to what cure pot button they press.</p>

Kigneer
11-13-2009, 01:06 PM
<p><cite>Aanadorn68 wrote:</cite></p><blockquote><p>So I was just reading on some of the ramblings of what is supposed to happen with the SF expansion:</p><p><span style="text-decoration: underline;"><strong>Out-of-Control Curing</strong></span></p><p style="padding-left: 30px;">It is recognized that Curing is perhaps getting out-of-control. Casting time of individual cure potions may be considered. In addition, certain detriments are getting different effects on them such that curing that detriment can be worse than leaving it, or may cause another detriment to trigger. The intention was never to stare at the Profit Cure bar the entire fight.</p></blockquote><p>So once the devs made it Burn Out Central for healers, and ProfitUI made an easier way to save what's left, make it even more trying for the healers???</p><p>This also explains why, when using Castigate (loading up on detrimentals to do more damage when cast), is broken.</p><p>Before these last two rounds of updates a Paladin could load up on like 6 dets and cast Castigate and it was finished.</p><p>Now, load up, and they'll stun you just as you click Castigate so the dets can run out, and THEN Castigate will cast. After it's casted, 6 or more can be added immediately afterwards. A Paladin could go down the Support AA line and get Cure, but Cure doesn't remove trauma damage.</p><p>Just yet another broken mechanic, par on course with EQ2 -- give us a spell to do XYZ, then put so many conditions on using it it's just wasting hotbar space now. </p>

LardLord
11-13-2009, 03:44 PM
<p><cite>Cythera@Mistmoore wrote:</cite></p><blockquote><p>What about items that proc cures. I guess these will have to be scrapped. And Manacure. Inquisitor mythical clicky?</p><p>Why intimate that they will be giving all healers an ability to cure similar to that awesome clicky and then add in a mechanic such as this?</p><p>With the abundance of healers that already don't cure, either because they don't understand the importance of it, or are just plain lazy, you are going to really shrink the pool of capable curers that is already pretty small to begin with.</p><p>I guess we will be able to get cranky with the dps classes that already make mistakes using their cure potions. Now they are REALLY going to have to pay attention to what cure pot button they press.</p></blockquote><p>Right, the game is set up so that detrimental effects are supposed to be cured.  If they put this "curing is bad" mechanic in, people are going to have to remove good items and cancel AA spells in order to do these fights.</p><p>To the people who are optimistic about this idea, be careful what you wish for, heh.</p>

Tehom
11-15-2009, 12:23 PM
<p>Yeah, what ever healer would love to do is to swap in and out blackened pearlescent bangle every other fight. That's like having swarm adds in a fight where one in every 3 mobs will break your weapons if attacked. DPS would just love that.</p>

woolf2k
02-12-2010, 06:05 PM
<p>it's all about cures. althought they've made it a little easier curing.</p>

JenarieII
02-12-2010, 06:34 PM
<p>IF they want to get serious about the cure this but don't cure that fights they need to give us a method of reading the actual name of the det in our group window.  If we can't see exactly what is on people then they need to just forget abotu this whole idea.  It's annoying in Guk but if it stays in one or two group zones per expansion it is ok.  If they want to start adding it to raids then they need to overhaul the UI to include more information about what is actually on people in your group.</p>

Odys
03-12-2010, 03:24 AM
<p>Curses and Negative effects are ridiculously implemented, the Team there is way below what competent designers would do.</p><p>I have absolutely no way to know if a detrimental .... is dangerous or can be ignored, it is a stly believnn  or a root ? </p><p>So we know by trial and error, we learn that this must be cured and that that is menial. Dumb Dumb !</p><p>As example some  Eso (i think) can be a stun , a root , a big dot ...  I have seen stun with about all the possible Icons ... diesease, elementaplal ....</p><p>To know you need to click examine and read .... ROFL .... Hilarious ... and yes to avoid a wipe curing must happen in the 2-3 seconds.</p><p>I still remember chain curing some detrimental till i found out that it was only a root to which we were all imune anyway.</p><p>We need different icons for different effects, as in more successfull games ...</p><p>Eq2 is a wonderffull game but the player feedback while fighting is the worst one could design. People who made it are exeptionnal since designing something worst is simply impossible.</p><p>A Last example, in WOE i never saw the trash casting an aoe, for sure i had turtle on and raid members used interuption, but i never saw any animation .... like probably 1/2 of the raid.</p><p>I strongly believe that it's one of the top ten reason for Eq2 failure to be a mainstram game (hopefully for us, we escape that way from teenarger hords).</p>

Pyra Shineflame
03-12-2010, 11:29 AM
<p>Curing is not as bad, imo, mostly because they now function as more of a resist check. Got an arcane dot when your group has 10k+ resist? Cure it when you have time. The stuff you have to cure, is no longer the shiznit of a mob's damage. They now have critting AE damage and UNcurable detriments for that.</p><p>Joy.</p>

StaticLex
03-12-2010, 01:05 PM
<p>I don't mind the curing so far, it's either uncurable stuff or it can be easily handled with our 2 group cures.</p>

Tehom
03-12-2010, 02:48 PM
<p>Curing hasn't been bad at all so far, really. The only fight I can think of where 'curing can be a detriment' is Azara the Seer, which reapplies her arcane almost immediately if cured (which nukes the group), and is otherwise a dot that ticks every 9 seconds, so you're generally better off only curing it right before it ticks again, though she's such an easy fight it doesn't matter. They have a few fights with 'spreading curses', which are basically a 'cure the curse or wipe' effect, though it allows you at least the theoretical prospect of bouncing back if you catch it the first time it spreads to 3 people or if everyone who has it dies and so on.</p><p>New cure AAs (reduced reuse for shamans, an additional group cure for druids, a raid cure for furies) make most priests imminently capable of solo-healing a group on fights that have cure requirements similar to old Tyrannus, Anashti, Munzok, etc. The only two instanced fights I can think of with fairly tough cure requirements are Harakat in Perah'Celsis's Abominable Lab and Ilsiad's Barrier in Palace of Roehn Theer, and you can compensate for either pretty easily - in the former case with arcane cure pots and so on, and in the latter by having people joust out when the first elemental hits and stay out until the trauma hits, since he does all three AEs within a really short time frame. Both fights don't require much brute force at all to win, so those sort of things are really only necessary if your guild is just barely getting to them in terms of progression, or you're 3 or 2-grouping them, etc.</p>

Sedenten
03-12-2010, 04:53 PM
<p>My only issue so far was when they "fixed" an issue that made the AOE's ramp up to one-shotting overnight.  Even with 15k+ resists, 75% crit mit and 22k health I was getting one shotted <em>on the initial hit </em>by AOE's that were originally only doing a fraction of that damage (had nothing to do with my range from the NPC, either!).  That's as a defiler in the MT group, so I felt really sorry for non-shaman healers trying to keep a group alive with that sort of damage incoming on the group.  They've sinced ramped that down and it's more manageable. </p><p>As far as cures they're just about right.  They've forced a lot of effects to be uncureable and left enough cureable stuff to make the new curing mechanics worth having.</p>

Tehom
03-12-2010, 05:43 PM
<p><cite>Koinoo@Crushbone wrote:</cite></p><blockquote><p>My only issue so far was when they "fixed" an issue that made the AOE's ramp up to one-shotting overnight.  Even with 15k+ resists, 75% crit mit and 22k health I was getting one shotted <em>on the initial hit </em>by AOE's that were originally only doing a fraction of that damage (had nothing to do with my range from the NPC, either!).  That's as a defiler in the MT group, so I felt really sorry for non-shaman healers trying to keep a group alive with that sort of damage incoming on the group.  They've sinced ramped that down and it's more manageable. </p><p>As far as cures they're just about right.  They've forced a lot of effects to be uncureable and left enough cureable stuff to make the new curing mechanics worth having.</p></blockquote><p>Although I dunno if this happened to you, it's worth mentioning that pretty much all AEs are range based and also do increased damage in frontal arcs right now. Given the size of some models, you can be a lot closer than it looks, and it's really easy to be in the frontal arc even when you don't think you are (frontal isn't a cone for these, it's the front 180 degree half as opposed to the rear 180 degree half). Still, for things like Toxxulia I try to have over 90 crit mit and 18k resists if I can. At the very least the lowered damage I take markedly improves survivability for everyone else via group wards and so on.</p>