Post by Gaen on Dec 8, 2015 18:24:58 GMT
Hello,
So, some people who know me know that I have a bit of a soft spot for healers. I’ve played many a cleric, medic, or healer of some description in most RP’s I’ve been in, and I’ve thoroughly enjoyed it. That being said, I have to admit I find it a bit disheartening to learn that healers on BSRP are nerfed so harshly.
The following is an excerpt from the technique rules.
Basically disallowing the use of healing techniques of any kind on yourself save shaving cuts. This basically neutralizes any combat advantage to having a healer who finds themselves out in the world without a big meaty tank to protect them.
Now, I understand the idea behind this particular ruling. If a person makes a combat character and makes one healing technique, they essentially void the need for a healer character at all. They can get hurt, pop their healing tech, and keep on trucking like it never happened. That would be the case for a rule set like we have now, but without the above ruling.
What I propose is that we amend the rules about healing so that a dedicated healer can have the one combat advantage that they are privy to, ie, combat healing. I propose we do what we already do with item creation and item tier, by limiting the tier of the technique based on the healing mastery. I also propose that we make the healing mastery something that has to be trained, and cannot be inflated artificially with plot points. This would make it so that a character really has to earn their medical techniques, not just buy them.
Let me know if you have any thoughts on this matter, other ways of implementation etc.
Thank you for your time.
Gaen © All rights reserved, 2015-2016.
So, some people who know me know that I have a bit of a soft spot for healers. I’ve played many a cleric, medic, or healer of some description in most RP’s I’ve been in, and I’ve thoroughly enjoyed it. That being said, I have to admit I find it a bit disheartening to learn that healers on BSRP are nerfed so harshly.
The following is an excerpt from the technique rules.
-- Passive healing and mid combat healing yourself are denied outside of High-Speed Regeneration, Reishi Regeneration, and minor cuts and bruises (which can be healed passively). You can however heal a comrade while they are fighting if you yourself are not engaged in the combat.
Basically disallowing the use of healing techniques of any kind on yourself save shaving cuts. This basically neutralizes any combat advantage to having a healer who finds themselves out in the world without a big meaty tank to protect them.
Now, I understand the idea behind this particular ruling. If a person makes a combat character and makes one healing technique, they essentially void the need for a healer character at all. They can get hurt, pop their healing tech, and keep on trucking like it never happened. That would be the case for a rule set like we have now, but without the above ruling.
What I propose is that we amend the rules about healing so that a dedicated healer can have the one combat advantage that they are privy to, ie, combat healing. I propose we do what we already do with item creation and item tier, by limiting the tier of the technique based on the healing mastery. I also propose that we make the healing mastery something that has to be trained, and cannot be inflated artificially with plot points. This would make it so that a character really has to earn their medical techniques, not just buy them.
Let me know if you have any thoughts on this matter, other ways of implementation etc.
Thank you for your time.