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Cure ~X~ Spells

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  • AecydnA Offline
    AecydnA Offline
    Aecydn
    newly_registered
    wrote on last edited by
    #1

    Just wondering about other peoples usage of "cure critical" as opposed to "cure serious" or "cure light" and whether it was a mana-effective spell for the amount of health restored.

    From using "cure critical" all the time I think it could do with a boost to its effectiveness or be a lower type spell. To me it seems pointless to restore less health than what "cure critical" does through lesser spells like "serious" or "light."

    It would be good to have "cure critcial" restore atleast 50%-75%, "serious" restore 25%-50% and "light" restore 10%-25%.

    If anyone knows the actual HP% please let me know.

    All I'm saying is that in my opinion casting "cure critical" 7 times in a row to get back to full health seems more like a "cure light" effect.

    Would love peoples opinions on this topic as am still young to Sentience.

    "Hey! I´M not Timmy! This is not my ass! And more to the point, WHERE ARE MY PANTS!!"

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    • XavisX Offline
      XavisX Offline
      Xavis
      registered
      wrote on last edited by
      #2

      Lol, I really don't remember :P I always use Heal.

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      • SpunkyS Offline
        SpunkyS Offline
        Spunky
        registered
        wrote on last edited by
        #3

        you cant have a cure/heal spell restore 3/4 of your health, that would make the whole game pointless.

        Advocate of Future Hope, Opposition of Future Fear

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        • AecydnA Offline
          AecydnA Offline
          Aecydn
          newly_registered
          wrote on last edited by
          #4

          At the current mana cost, yes, I agree. However if the mana cost was increased to compensate for the increase in spell power then it would be fine. It would allow characters to do what the spell suggests; "Cure Critical."

          Recovering smaller amounts of HP would be done through "Light" and cost much less and be a common bandaid-style spell, with "Serious" mana costing somewhere inbetween the two and having more power as a trade off. It would make a more effective use of cure spells as a whole.

          In the current setup it seems nobody bothers with "Light" or "Serious" and most use "Heal" instead of "Critical" anyway (I use Critical) so it would make sense to either make these spells useful and add more strategy to their implementation or delete them if nobody wants to use them (Noooooooo! :P ).

          Also, if anyone knows, what are the actual mana costs for "Critical/Serious/Light" and "Heal" and their HP% in comparison?

          Comments?

          "Hey! I´M not Timmy! This is not my ass! And more to the point, WHERE ARE MY PANTS!!"

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          • RythenR Offline
            RythenR Offline
            Rythen
            retired
            wrote on last edited by
            #5

            Obviously having a spell that heals 3/4 of your hp would be entirely too overpowered. It would then make mob fights entirely too easy and throw yet another radical change into PK. The spells are fine as they are except for maybe being put onto a sliding scale like heal. This is only because I believe that there is a set value of hp restored on cure light, serious, and critical but heal's restoration varies. Otherwise, they're all fine as is.

            The wings upon which souls are carried, the wind that carries angels.

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