A bit of a clarification:
1. The bandages will heal and remove curses only in cases where the curse doesn't normally prevent healing. If you're strangled, cursed, corpsed, essenced, etc., applying the bandages will lift the curse and restore HP based on your healing skills.
2. The bandages will NOT restore HP if you are under "curse" that would otherwise prevent you to heal through. It will ONLY remove effects like mortal wounds, bleed, poison... you will still need to either chug a pot, close wound, apply another bandage or cast heal spell to restore your HP.
3. This is actually granting mages and non-paladins the ability to effectively remove curses from themselves and/or friendlies.
4. Applying bandages has never affected your ability to cast spell, so there is no such thing as being disrupted from casting because of it.
5. A lot of pvp mages have fairly high dex, which can be helped further with agility pots, so I do not see this as benefiting dexxers only, especially considering the curse lifting aspect of it doesn't require healing skills.
6. I understand the concern about stacking apples and bandages, and do not exclude the possibility of adding a reuse timer on the bandages like the one on the apples. And this is why it's on TC for you guys to test.
I like the fact that you mentioned mages can use them also. But These worries come up cause I think some/many of us are afraid that these new artifacts and items will make archers even stronger. Since archers are overpowered compared to mages in many ways. What mages are good at is xhealing and fielding but that's kinda it. Archer basically just is better class atm. except in chokepoints. Even there it can be better to have few mages fielding and rest archers.
Mainly cause archer can kill a mage but mage can't kill dexer. Except if mage makes some amazing fielding or dexer is playing plain stupid (read: does not run away in time). Mage has to stay still to heal so dexer can take down a mage, archer can moving shot mage down. And no matter how much DCI mage has this won't change. That's why usually high end gear end up helping dexers more then mages, since playing a dexer is mostly about gear, playing a mage is more about players irl skills. Archers are very defensive and offensive at the same time, mage has to choose. Maybe some timer on chugging potions with balanced weapon could be a good add.
I'm not saying these items will make dexers even stronger compared to mages, but I'm just bit afraid. Too bad I can't go play testcenter now, but I'll be back to Finland in 9 days so then I can maybe to try out myself.
But I still like giving faction new items, that's great! I'm just still wishing for some bone for mages
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Maybe some item we could try to throw while running to make dmg to running targets, or spell that would work bit like death strike but with bit longer effect time.
Also movingshot should cost lot more mana then it does at the moment. Pure archers can shoot moving shots endlessly, since they have meditation and MR/LMC on armor. They are humans so moving shot costs them Very little mana. I think moving shot was not supposed to something you can spam all the time, but something with you can try to finish off low health opponent who starts running.
But still, many thanks for giving factions a bone
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