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Arcane9999
 
PostPosted: Thu, Sep 09 2010, 10:46 AM 



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Personally, I would be more than okay with this change: healing kits are ridiculously overpowered and utterly unrealistic in trained hands. But! If KrautBoy's idea is too extreme, why not just make it so that you can't use healing kits while in combat?

I've always wondered how drinking a potion triggers an attack of opportunity, but using a healing kit on yourself doesn't. Surely putting all kinds of curative herbs and bandages on your wounds takes more effort than chugging a potion?


 
      
Gravemaskin
 
PostPosted: Thu, Sep 09 2010, 12:54 PM 

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Joined: 29 Jul 2007
Location: Norway: Home of the Trolls

-seriously-?

People with +10 healkits and capped out heal are currently healing about 50-60 HP in combat without changing out their entire gear with healing gear.. which there aint much of, if you discount the salandran items.

Even with heal items on, unless you cap it way up, you'll be healing 80 maybe 90 hp per healkit use at best.(YES, with capped out heal, capped out wisdom, high base wisdom, and 33 base skill.. you CAN heal as much as 138-157 HP if your healskill is 127. But that would be like nerfing spellcraft because 100 spellcraft caps out a +20 saves vs spells) Applying that in combat is nowhere near as good as a potion. Plus the healing is applied AFTER you stand flatfooted for one round and stare at the kit. not instantly like a potion.

Even after healpotions get nerfed, I'm damn sure they are better than healkits.. the only bonus with healkits is that you don't drop out of defensive casting/improved expertice to apply them, but still get flatfooted.


YES healkits can be good in the right hands, but so can high DC spells, or truestrike potions or discipline.

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brooksthegreat
 
PostPosted: Thu, Sep 09 2010, 18:25 PM 

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What does this add to or benefit the server or game experience?

Given how much you sacrifice to make this worth-while (maxed skill, high wis, etc) in what way is this out of balance compared to the ability of potions to heal? ..Specifically when one considers the drawbacks of using these in combat and that potions require no sacrifice in character building at all.

I don't understand why these changes are being suggested?

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TormakSaber
 
PostPosted: Thu, Sep 09 2010, 20:14 PM 

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Joined: 16 Dec 2004
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Quote:
healing kits are ridiculously overpowered and utterly unrealistic in trained hands.



Ahhhh-hahahaha

No.

33 ranks + skill focus heal + epic skill focus heal + 15 wisdom mod + +10 kit + take 20, +50 maxed skill bonus

33 + 3 = 36, +10 = 46, +15 = 61, +10 = 71, +20 = 91, +50 = 141

141 HP healed with a +10 kit, and only on a take 20. That's out of combat only. My pansy ass 12 con WM has 400+ HP and can top 500 on good con rolls. So that means, OUT OF COMBAT, you're suing 3-5 +10 kits to patch him up if he's injured.

In combat? Why bother? I've got Heals, and if you're a 40 wisdo class, you do too. Stop being inefficient and heal me.

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Jyro X
 
PostPosted: Thu, Sep 09 2010, 20:41 PM 

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Joined: 04 Dec 2009
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Not to mention Heal Kits take up far much more weight in your inventory than a stack of heal potions.

In defense of the heal kits however, I will say that they are extremely cheaper than heal potions. I would suggest if they're made stronger (script-wise), that the price be increased to represent the increase in power.

In regards to changing the kits, I would ask that the people in the know refer back to my thread I made about changing the healing spells a while back to operate based on percentages of the HP vs hard numbers. I think this would be a good place to implement such an idea. I'll see if I can scrounge up a link to the thread...

Edit:

Here it is - viewtopic.php?f=4&t=43787&hilit=%2Aheal%2A

Not sure if that's even relevant now though looking back on it.

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TormakSaber
 
PostPosted: Thu, Sep 09 2010, 21:15 PM 

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Don't even bother bringing the percentage thing up again. It was a bad idea and it still is; it's utterly nonsensical and it's not going in. It's counter intuitive and a nerf to spells.

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Jyro X
 
PostPosted: Thu, Sep 09 2010, 22:22 PM 

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I meant for the healkits, with no effect on spells.

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TormakSaber
 
PostPosted: Thu, Sep 09 2010, 22:40 PM 

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It's nonsensical for heal kits too.

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Gravemaskin
 
PostPosted: Thu, Sep 09 2010, 23:20 PM 

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IMHO Healkits are perfect as they are.

Either you:
A. Rely on healpotions
B. Put skills into healing, make room for some +5's on your gear instead of +3 fort, will or +1 str etc etc
C. Be a class with magic healing spells that work well enough

A only has a gold cost, and needs no effort on your part what so ever.. Which is why it's always deserved the nerf.

B demands you use up skillpoints for it, possibly feats as well, and room on your gear for it. And it's still not as good as A or C in healed amount. Which is why it doesn't deserve a nerf currently.

C requires X levels in X class with healing spells, demands a concentration check from either defensive casting or AoO's when done in combat with enemies in threatened squares AND uses up a spellslot, limiting the amount you can have.. Which is why it doesn't deserve a nerf currently.

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Blackdragon12121
 
PostPosted: Fri, Sep 10 2010, 23:45 PM 

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Hmm...heal kits are fine IMO. My 400hp barbie carries stacks of them for out of combat healing (a 10 stack of +10s is still cheaper than than a heal pot and weight is really a non issue).

In my opinion, heal spells (and potions) need to be buffed up. They are currently pathetic save for the almighty heal (which is already being changed). Why would my cleric ever waste time with those spells when i can just use kits - cheaper, far more effective, more reliable, no AoO and saves spell slots for other goodies.

Oh and even if I was a 40 wis cleric i'd still use kits. No point in wasting slots on heals when every man and his dog is laden down with heal pots.


 
      
TormakSaber
 
PostPosted: Sat, Sep 11 2010, 0:59 AM 

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The cure line is being looked at for buffing, yeah.

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