Skills: First Aid/Heal Others Synergy

Suggestions for game development and improvements. One suggestion to a thread, please.
SignedName
Posts: 211
Joined: Wed Nov 24, 2021 3:11 am

Skills: First Aid/Heal Others Synergy

Post by SignedName »

First Aid and Surgery increase the efficiency of Heal Others- 50% more healing/MP for each skill, meaning with Surgery, Heal Others provides 2 HP of healing per MP. Similar healing increasing effects grant similar bonuses, 10% more healing/MP for every +1 point of extra healing.
User avatar
cat
Posts: 147
Joined: Wed Nov 24, 2021 3:07 am

Re: Skills: First Aid/Heal Others Synergy

Post by cat »

+1 to First Aid buffing Heal Others for a straight 1MP for 2HP ratio.

I think this is preferable to 50% from both First Aid and Surgery for multiple reasons. I'm not sure exactly what you mean by "similar healing increasing effects grant similar bonuses, 10% more healing/MP" so can't comment on that part.

The current 1MP for 1HP cost for Heal Others is prohibitively expensive. Personally the only reason I've taken Heal Others in B5 is to buff Healing Aura's duration and in order to hit 250CP minimum spend.
Klapaucius
Posts: 262
Joined: Wed Nov 24, 2021 10:36 am

Re: Skills: First Aid/Heal Others Synergy

Post by Klapaucius »

Makes sense to me. I wouldn't buy heal others for actually using it without a change along these lines. I think 30hp per heal is already quite good, so implementing this as an mp discount rather than increase in max healing would be preferable in my opinion.

I think the suggestion as written would give 2.5hp per mp where a character has surgery and is in a SH with the healing boost which provides +5 healing: total bonus to healing is 15, so 150% more hp per mp total.
Thalanor
Posts: 18
Joined: Thu Nov 25, 2021 3:19 pm

Re: Skills: First Aid/Heal Others Synergy

Post by Thalanor »

I am personally in favor. Heal Others on a class that needs its MP for many things right now could use an usability boost (kind of like Heal Self, which is only a gateway to Mystic Vigor)
SaltedSalmon
Posts: 301
Joined: Wed Nov 24, 2021 2:49 am

Re: Skills: First Aid/Heal Others Synergy

Post by SaltedSalmon »

I believe that Heal Others should be a good skill by itself, so I am actually against this suggestion.
Correct me if I'm wrong, but I think its possible to simply cut down on the MP cost of the skill. Or, just make it 1 MP = 2 HP.
User avatar
Nayru
Posts: 368
Joined: Wed Nov 10, 2021 2:27 am
Location: 0,0

Re: Skills: First Aid/Heal Others Synergy

Post by Nayru »

heal others was great as a niche pickup on a grinding char since i often had two 'greater kit' heals at 30 mp 2-3x a day

i don't really like niche active ability pickups since it's far easier to make them more broadly usable than that but at least i was always happy that of the three caster sustain skills, heal others blew the other two out of the water

but ye it'd probably be a completely solid skill if it had a 2:1 hp/mp ratio, identified target health level like first aid and put a status on the target if you put enough mp into that individual heal, maybe reduced form of knot's healing grace or similar
- You say, "Oh my me." (2022-01-30 03:41:07).
SignedName
Posts: 211
Joined: Wed Nov 24, 2021 3:11 am

Re: Skills: First Aid/Heal Others Synergy

Post by SignedName »

I'm not a fan of Heal Others taking on aspects of First Aid, as ideally the skills should complement each other as part of a healing focused build, rather than one making the other obsolete. Hence why I suggested a synergy in the first place. After all, it's not like Holy Avenger is any good if you don't take the Melee Combat skill tree, why shouldn't skills in the appropriate "branch" transfer over to T2 applications?
User avatar
Nayru
Posts: 368
Joined: Wed Nov 10, 2021 2:27 am
Location: 0,0

Re: Skills: First Aid/Heal Others Synergy

Post by Nayru »

ap/kit healing and mp healing are very different things

they should probably stay that way l'est the design turn into 'well you'll just have to put way more cp into it than before to get a decent effect out of it :^)' rather than just having decent effects on it
- You say, "Oh my me." (2022-01-30 03:41:07).
SaltedSalmon
Posts: 301
Joined: Wed Nov 24, 2021 2:49 am

Re: Skills: First Aid/Heal Others Synergy

Post by SaltedSalmon »

Well, Heal Others can work as a standalone skill, so why shouldn't it? It could work off of Mortal's healing skill tree instead, but I don't know why it would need to.
They still wouldn't make each other obsolete in this case, since a healing focused character would enjoy the ability to use Heal Others first, with First Aid/Surgery being there so they'd be able to switch to First Aid Kits if they ran out of MP. This would allow them to drastically cut on visits to hospitals.
SignedName
Posts: 211
Joined: Wed Nov 24, 2021 3:11 am

Re: Skills: First Aid/Heal Others Synergy

Post by SignedName »

Nayru wrote: Sun Jan 09, 2022 1:54 pm ap/kit healing and mp healing are very different things

they should probably stay that way l'est the design turn into 'well you'll just have to put way more cp into it than before to get a decent effect out of it :^)' rather than just having decent effects on it
It's Tier 1 CP, what else is a healer going to spend it on? There's no opportunity cost involved, it's just naturally building on Mortal skills the same way combat works.
Post Reply