Author Topic: Changes to Healing  (Read 512 times)

Arp

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Changes to Healing
« on: November 22, 2015, 01:56:06 PM »
Given how hard it has become to accomplish healing tasks in recent events, perhaps it is time reconsider them. Healing, as an event skill, gets worse and worse as it increases in level. Damage that might take a low-level player 10 attempts to fully heal can be healed by a high-level player in one attempt. This makes it technically easier for lower level players to complete healing tasks, but with higher level players healing others with just a few attempts, there is simply not enough damage to go around.
I propose that, at least for the hardcore players, healing tasks be based not on attempts, but on total points of damage healed. This rewards them for maintaining a high healing level (which benefits other players) while also leaving more damage for others to heal. Ideally, this would also make healing task less frustrating for everyone.

G Bones

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Re: Changes to Healing
« Reply #1 on: April 09, 2016, 01:09:47 PM »
One more suggestion to improve the "healing" mechanics.  It would greatly decrease frustration when attempting a healing run or using a healing stim if there was devbots available to be healed. So the need to rely on injured friends would be removed.

Thanks for listening!

Frankdeath

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Re: Changes to Healing
« Reply #2 on: April 10, 2016, 06:50:50 PM »
One more suggestion to improve the "healing" mechanics.  It would greatly decrease frustration when attempting a healing run or using a healing stim if there was devbots available to be healed. So the need to rely on injured friends would be removed.

Thanks for listening!

That and wasting a chat token in GC for people to go get hurt.