• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

New Mod Lower Bandage Cost.

M

Mr Artifact

Guest
I believe we should have Lower Bandage Cost mods on items and jewlery. i enjoy the benefit of haveing a 100 LRC set and i do not want that changed at all but i feel those of us with characters that dont use LRC but use bandages instead to heal themselves and to heal others and also vets that heal there pets are somewhat neglected.[/list] having LBC would be a nice alternative the limit does not have to be 100 LBC. the limit can be anywhere from as low as 50 max LBC to 70 max LBC all the way to 100 max LBC i dont expect 100 LBC if this happens i am just open to it.[/list] now i know bandages are fairly cheap except for the bandages that are enhanced but this would atleast enable those characters of ours that use bandages that hunt to stay in the fight longer without having to go back to there house or to there bank to get more bandages as often.[/list] also with LBC we wont have to carry as many bandages if we dont want to allowing us to carry more loot and gold from what ever we are hunting.[/list] if its anything less then 100 LBC and we have both enhanced bandages and normal bandages in our packs np which ever type of bandage we double click on to use is the one we get the benefit from and possably use up. [/list] if its a 100 LBC set there is one problem that i can see how would this affect the enhanced bandages as to normal bandages? would we have to carry the type of bandage in our pack that we want to use even though we cant use any up with 100 LBC ? , would there be a setting as to what kind of bandage we want to use with 100 LBC? , would there be a lower percentage chance of getting the benefit of a enhanced bandage then geting the benefit of a normal bandage with 100 LBC or would using a 100 LBC set automactically be like using an enhanced bandage everytime we heal ourself ,another player or our pets?[/list] perhaps 100 LBC just wouldnt make sense anything less then 100 LBC can make alot of sense. so what can be done to make sense of that if anything i could use a little help there sorry but thats a tough one for me maybe you can post a solution that makes sense here thanks for reading. [/list] after reading that this is too long i changed this for you to make it easier to read thanks to your feed back i was just very tired when i posted it i should have thought without paragraphs it would be a pain to read sorry live and learn.[/list]
 
I

imported_SUNCHICKEN

Guest
bad idea
Ea should stop spoon feeding the dexxers/archers.
 
G

Guest

Guest
Sorry ... I play dexer characters and I'm happy with things as they are.
 
I

imported_revenant2

Guest
A modernization to the Healing skill and the way its reagents are handled (bandies) is in order.

The issue of an entire, template-critical skill being invalidated by the loss of a lootable item has been addressed in every other skill. All of them. Magery and Necro have LRC and arcane, Chivalry uses tithing (and LRC actually), weapons do not lose their poisoned status when a player ressurects, archers have quivers, and we even have THIS thing for Ninjas:



In the case of healing, the player will have at least 160 skill points wrapped up in it (80 healing 80 anatomy). Yes anatomy is also a damage modifier but it's role to healing is essential.

A 10-bandie rechargeable tally that generates bugged bandies that UO's bandageself macro cannot even use isn't a modernization, it's a mess in modern PVP. It sucks! It's good for tamers who need a bandie to rez a pet and get out, not for fighters.

Can we have an insurable Leather Healer's Belt that opens up like a pack and lets us hold like 100 bandies?

Plz devs come up with something, if you don't like the ideas already presented. The implementation of bandies into healing is essentially unchanged since what, 1999?

It takes no template skill to quaff pots, yet our bandies are lootable right along with pots. No other grouping of combat-related skills gets treated like this. The issue/imbalance is kinda clear.
 
I

imported_dexdash

Guest
while you are at it can i get a lower money cost suit up to 100% so i can shop in luna any time i want?

THINK! PEOPLE THINK! band aids cost nothing and if it takes longer than a min to replace you are doing somthing wrong.

if all the other templates are so cool and better play them instead. no one is forcing you to use band aids
 
G

Guest

Guest
<blockquote><hr>

<blockquote><hr>

New Mod Lower Bandage Cost.

[/ QUOTE ]

no.

[/ QUOTE ]

Ditto. Is carrying bandies that awful? They don't weigh alot, are cheap and you can carry hundreds of them at a time. Sure, they drop on your corpse when you die, but there are things such as Talisman of Bandage Summoning, Close Wounds, Confidence, etc to help you heal before you get your bandies back. Your bandies got looted? What to do, what to do ..... Recall home and get some more, cut some cloth at the tailor shop for some or ask someone your fighting with for some. Lots of options. I'd rather see a new mod that would actually help me in a meaningful way!
 
K

Kith Kanan

Guest
<blockquote><hr>

<blockquote><hr>

<blockquote><hr>

New Mod Lower Bandage Cost.

[/ QUOTE ]

no.

[/ QUOTE ]

Ditto. Is carrying bandies that awful? They don't weigh alot, are cheap and you can carry hundreds of them at a time. Sure, they drop on your corpse when you die, but there are things such as Talisman of Bandage Summoning, Close Wounds, Confidence, etc to help you heal before you get your bandies back. Your bandies got looted? What to do, what to do ..... Recall home and get some more, cut some cloth at the tailor shop for some or ask someone your fighting with for some. Lots of options. I'd rather see a new mod that would actually help me in a meaningful way!

[/ QUOTE ]


Hmm everything you just said there goes for regs and LRC , why dont you just wear arcane gear , and recall home for more regs ??? I dont wanna loose LRC , but if peopel want a LBC mod that would be ok with me , as long as I can choose NOT to get it on anything I craft
no way I'm gonna waste a mod slot on my gear for the crap
 
G

Guest

Guest
I have no problem with that, but it should not be added to gear, just given as an option that would take the place of something else which is perceived as critical. This is called a tradeoff. Nothing wrong with more choices. It might be nice for those who roleplay healers or a dedicated guild resser on hunts. But to fit it on top of a suit that already has max resists, hci, dci, di, lmc, si, str &amp; dex is out of the question.
 
G

Guest

Guest
<blockquote><hr>

why dont you just wear arcane gear , and recall home for more regs ???

[/ QUOTE ]

cause I don't need to....I have 100% LRC on my mage suits. The Mod already exists, not saying to take it away! The "bandies falling to the corpse issue" will always be there unless they change something. I always thought it'd be cool if you could cut up death robes to make blessed bandies. Maybe said blessed bandies could decay after logoff, or have a timer on them.

Scenario. You die, you get a rez, you have an insured dagger with you, you cut up your death robe and, voila! 2 blessed bandies to help you get back to your body.
 
G

Guest

Guest
You really start to annoy me with all your crying gimmi gimmi, you want UO made even more easy and want everything handed you on a silver plate.

I would love to see alot of this kind of mods get removed from the game. Adding more of them is sure the wrong way to go.
 
I

imported_Electrolyte

Guest
<blockquote><hr>

You really start to annoy me with all your crying gimmi gimmi, you want UO made even more easy and want everything handed you on a silver plate.

I would love to see alot of this kind of mods get removed from the game. Adding more of them is sure the wrong way to go.

[/ QUOTE ]

Agreed, we don't need more mods right now..
 
I

imported_zeroshade

Guest
<blockquote><hr>

THINK! PEOPLE THINK! band aids cost nothing and if it takes longer than a min to replace you are doing somthing wrong.

[/ QUOTE ]

The same could be said about regents, you can even pick them up on the ground if your in a pinch.

I would rather see LRC removed then LBC introduced
 
I

imported_revenant2

Guest
The problem is not that bandies are somehow difficult to carry, expensive, or weigh a lot.

The balance issue exists because none of the champ spawn and dungeon regions of Felucca support recall-in or recall-out. When a character of any other class dies and is ressurected, all of its skills function the same as ever after that ressurection. Templates with healing, however, are sh*t-out-of-luck because of that skill being tied to a lootable item that cannot be quickly, properly replenished (once again, 10 bandies a shot on a tally does not cover it). If they could recall directly out to get bandies and then recall directly back to the fight scene, it would be a non-issue.

In the existing context of LRC, tithing, quivers, poisoned weapons, and arcane, I'd like to see the people protesting the solutions in this thread justify why the Healing+Anatomy templates should continue to be denied their necessary reagents in the field.

The only balanced setups here would be to either deal with the healers' reagent problem, remove all forms of reagent replacement (forcing all templates to leave the Felucca fight areas and restock, just like healing templates by and large must do now), or enable marking and recall into all areas of Felucca.

In the context of the non-siege shards I feel that bringing Healing up to date and leaving the rest alone is the better solution.
 
G

Guest

Guest
My personal feeling on this matter is the healing skill should be improved in general rather than worrying about the resource used to heal. Why should it be improved? Compare healing to magery. You can heal yourself quicker with magery, you can heal your friends at a distance, heck you can even heal your pets. Magery healing is basically vet and healing wrapped up in one. Some argue lamely that magery can be interrupted, but you can be distracted while healing as well, which decreases your effectiveness. What's more, you can't fricken blast a foe into oblivion with healing like you can with magery. You can't summon elementals with healing. You can't recall or create gates with healing. You can't mark runes with healing or do a multitude of other things with healing. A wizard with 100 magery can ressurect folks and cure poison, but a healer with 100 healing? No, they can't. You'd need 100 anatomy to do those things. That's 200 skill points to the 100 in magery to do the same things with far less flexibility magic offers. I have no idea what the solution is, really, after 10 years of playing the game. If UO were in Beta, I would suggest tying the magery healing in with the healing skill. If you have the healing skill, it will improve your magery healing. But I hate the nerf stick because you have people who have worked very hard to get their characters to where they like em. Nerfing skills just pulls the rug out from under them.
 
I

imported_dexdash

Guest
<blockquote><hr>

The problem is not that bandies are somehow difficult to carry, expensive, or weigh a lot.

The balance issue exists because none of the champ spawn and dungeon regions of Felucca support recall-in or recall-out. When a character of any other class dies and is ressurected, all of its skills function the same as ever after that ressurection. Templates with healing, however, are sh*t-out-of-luck because of that skill being tied to a lootable item that cannot be quickly, properly replenished (once again, 10 bandies a shot on a tally does not cover it). If they could recall directly out to get bandies and then recall directly back to the fight scene, it would be a non-issue.

In the existing context of LRC, tithing, quivers, poisoned weapons, and arcane, I'd like to see the people protesting the solutions in this thread justify why the Healing+Anatomy templates should continue to be denied their necessary reagents in the field.

The only balanced setups here would be to either deal with the healers' reagent problem, remove all forms of reagent replacement (forcing all templates to leave the Felucca fight areas and restock, just like healing templates by and large must do now), or enable marking and recall into all areas of Felucca.

In the context of the non-siege shards I feel that bringing Healing up to date and leaving the rest alone is the better solution.

[/ QUOTE ]


if i were to think like you a "balance" for my crafter would be to have tailoring work like magery and smith work like swords its so unbalanced and unfair that as a crafter i cant go solo dark fathers I NEED A FIX!!!

come on if all the other skill are better use them the end.
 
G

Guest

Guest
<blockquote><hr>

<blockquote><hr>

The problem is not that bandies are somehow difficult to carry, expensive, or weigh a lot.

The balance issue exists because none of the champ spawn and dungeon regions of Felucca support recall-in or recall-out. When a character of any other class dies and is ressurected, all of its skills function the same as ever after that ressurection. Templates with healing, however, are sh*t-out-of-luck because of that skill being tied to a lootable item that cannot be quickly, properly replenished (once again, 10 bandies a shot on a tally does not cover it). If they could recall directly out to get bandies and then recall directly back to the fight scene, it would be a non-issue.

In the existing context of LRC, tithing, quivers, poisoned weapons, and arcane, I'd like to see the people protesting the solutions in this thread justify why the Healing+Anatomy templates should continue to be denied their necessary reagents in the field.

The only balanced setups here would be to either deal with the healers' reagent problem, remove all forms of reagent replacement (forcing all templates to leave the Felucca fight areas and restock, just like healing templates by and large must do now), or enable marking and recall into all areas of Felucca.

In the context of the non-siege shards I feel that bringing Healing up to date and leaving the rest alone is the better solution.

[/ QUOTE ]


if i were to think like you a "balance" for my crafter would be to have tailoring work like magery and smith work like swords its so unbalanced and unfair that as a crafter i cant go solo dark fathers I NEED A FIX!!!

come on if all the other skill are better use them the end.

[/ QUOTE ]

A wonderful case of apples to oranges. Your argument makes no sense because crafters aren't supposed to be out there fighting. If you want to complain about crafters, compare them to other crafts. They should all be equally viable. Then you balance them against the loot that gets obtained in adventuring.

The issue here is balancing healing. Magery healing has more pros than the healing skill. You say use magery then? Why should someone who spent a lot of hard work on their healing skill be forced to change? What's more, why should another skill fall into the category of useless skills? The Dev team should be moving in the opposite direction, to make all the skills fun to play, not eliminate more skills.
 
I

imported_dexdash

Guest
you just proved my point, crafters dont need to be viable warriors and healing doesnt need to be changed. if you are a human pick up a chiv book and use your human 20 skill and close wounds works like 30% of the time. just enough to keep you alive until you can get more bandaids. tada problem solved.

im not sure whats worng with your play style but i have never worried about bandaids in 8 years. maybe you play in tram to much?

come to seige we will learn you how to play
 
G

Guest

Guest
<blockquote><hr>

you just proved my point, crafters dont need to be viable warriors and healing doesnt need to be changed. if you are a human pick up a chiv book and use your human 20 skill and close wounds works like 30% of the time. just enough to keep you alive until you can get more bandaids. tada problem solved.

im not sure whats worng with your play style but i have never worried about bandaids in 8 years. maybe you play in tram to much?

come to seige we will learn you how to play

[/ QUOTE ]

How long have you played? I've been playing UO since Beta, before there was a need for siege. The issue is balancing. The people who expend 200 skill points in a skill would like to feel like it is going to something. Telling them to change is not an option. You totally ignored my point about making skills useless or obsolete. It's not a good practice.
 
I

imported_dexdash

Guest
lets talk about balance
magery
takes mana
takes regs or a lrc suit
must stop to heal
heals about 30-40 points

healing
no mana
takes i band aid
can heal on the run
at 120 heal and 120 anat heal for 70+ damage


balance achieved
they have pros and cons that even it up
 
I

imported_dexdash

Guest
<blockquote><hr>

<blockquote><hr>

you just proved my point, crafters dont need to be viable warriors and healing doesnt need to be changed. if you are a human pick up a chiv book and use your human 20 skill and close wounds works like 30% of the time. just enough to keep you alive until you can get more bandaids. tada problem solved.

im not sure whats worng with your play style but i have never worried about bandaids in 8 years. maybe you play in tram to much?

come to seige we will learn you how to play

[/ QUOTE ]

How long have you played? I've been playing UO since Beta, before there was a need for siege. The issue is balancing. The people who expend 200 skill points in a skill would like to feel like it is going to something. Telling them to change is not an option. You totally ignored my point about making skills useless or obsolete. It's not a good practice.

[/ QUOTE ]

are you kidding me? magery doesnt work without regs or a suit either?
 
I

imported_dexdash

Guest
healing is so obsolete the like 30 percent of pvpers use it. yep its gathering dust
now stealing theres a usless skill
 
G

Guest

Guest
<blockquote><hr>

<blockquote><hr>

<blockquote><hr>

you just proved my point, crafters dont need to be viable warriors and healing doesnt need to be changed. if you are a human pick up a chiv book and use your human 20 skill and close wounds works like 30% of the time. just enough to keep you alive until you can get more bandaids. tada problem solved.

im not sure whats worng with your play style but i have never worried about bandaids in 8 years. maybe you play in tram to much?

come to seige we will learn you how to play

[/ QUOTE ]

How long have you played? I've been playing UO since Beta, before there was a need for siege. The issue is balancing. The people who expend 200 skill points in a skill would like to feel like it is going to something. Telling them to change is not an option. You totally ignored my point about making skills useless or obsolete. It's not a good practice.

[/ QUOTE ]

are you kidding me? magery doesnt work without regs or a suit either?

[/ QUOTE ]


Have you followed my posts in this thread? I can't really care about the bandages as a resource. I'd just like to see healing better balanced against magery. Magery should be a jack of all skills, master of none, much like it is with opening locks. You can open some locks, but lock picking trumps it. the same should occur for healing. The healing skill should trump mage healing.
 
I

imported_dexdash

Guest
<blockquote><hr>

My personal feeling on this matter is the healing skill should be improved in general rather than worrying about the resource used to heal. Why should it be improved? Compare healing to magery. You can heal yourself quicker with magery, you can heal your friends at a distance, heck you can even heal your pets. Magery healing is basically vet and healing wrapped up in one. Some argue lamely that magery can be interrupted, but you can be distracted while healing as well, which decreases your effectiveness. What's more, you can't fricken blast a foe into oblivion with healing like you can with magery. You can't summon elementals with healing. You can't recall or create gates with healing. You can't mark runes with healing or do a multitude of other things with healing. A wizard with 100 magery can ressurect folks and cure poison, but a healer with 100 healing? No, they can't. You'd need 100 anatomy to do those things. That's 200 skill points to the 100 in magery to do the same things with far less flexibility magic offers. I have no idea what the solution is, really, after 10 years of playing the game. If UO were in Beta, I would suggest tying the magery healing in with the healing skill. If you have the healing skill, it will improve your magery healing. But I hate the nerf stick because you have people who have worked very hard to get their characters to where they like em. Nerfing skills just pulls the rug out from under them.

[/ QUOTE ]

k so this argument is totaly off track. you cant blast anything with magery with no eval.

infact most mages that pvp run 460 skills just to make magery viable
120 magery
120 eval
100 inscription
120 med

remember how you cant cast spells without mana?
 
G

Guest

Guest
<blockquote><hr>

<blockquote><hr>

My personal feeling on this matter is the healing skill should be improved in general rather than worrying about the resource used to heal. Why should it be improved? Compare healing to magery. You can heal yourself quicker with magery, you can heal your friends at a distance, heck you can even heal your pets. Magery healing is basically vet and healing wrapped up in one. Some argue lamely that magery can be interrupted, but you can be distracted while healing as well, which decreases your effectiveness. What's more, you can't fricken blast a foe into oblivion with healing like you can with magery. You can't summon elementals with healing. You can't recall or create gates with healing. You can't mark runes with healing or do a multitude of other things with healing. A wizard with 100 magery can ressurect folks and cure poison, but a healer with 100 healing? No, they can't. You'd need 100 anatomy to do those things. That's 200 skill points to the 100 in magery to do the same things with far less flexibility magic offers. I have no idea what the solution is, really, after 10 years of playing the game. If UO were in Beta, I would suggest tying the magery healing in with the healing skill. If you have the healing skill, it will improve your magery healing. But I hate the nerf stick because you have people who have worked very hard to get their characters to where they like em. Nerfing skills just pulls the rug out from under them.

[/ QUOTE ]

k so this argument is totaly off track. you cant blast anything with magery with no eval.

infact most mages that pvp run 460 skills just to make magery viable
120 magery
120 eval
100 inscription
120 med

remember how you cant cast spells without mana?

[/ QUOTE ]

Well this is the issue with balancing because there are so many play styles. The game isn't just about PVP, right? A mage with 100 magery and no eval can still summon elementals, mark runes, recall, and hide themselves. Why should they have better healing than healers?
 
I

imported_dexdash

Guest
they dont have better healing a maxed out healer with 120 healing and 120 anat can heal 43-70 damage every 2 seconds with 140 dex.(every 4 seconds on them selves) 2 seconds for another player (edited)
 
G

Guest

Guest
I will have to say no. Being only I cant make it past a couple sentences before loseing track of where im reading.
 
I

imported_revenant2

Guest
dexdash's points aren't making much sense to me, either.
 
I

imported_revenant2

Guest
Since he brought it up...

I have a char that runs magery with no eval.

To the best I can tell, mages' eval does not affect the damage amounts that are healed by the greater heal spell.

A zero-eval mage can effectively do greater heal, energy field, teleport, gate, ressurect, summon demon, energy vortex, mass dispel, arch-cure, invisibility... supposedly they can mindblast too but I've never actually tried it. Lots of little spells seem to work fine like unlock, magic lock, protection, magic trap, magic reflect, reactive armor.... the list is pretty long.

Energy vortexes are probably easier to dispel (not mass dispel) than those of mages with eval, and poison/para fields are easier to magic-resist. Other than that, those spells seem to work the same with or without eval.

Eval is only the be-all and end-all for spells that can be used in an overt, offensive way. Flamestrike.. explosion.. curse.. and so on (and believe it or not, bless!), those all take an eval mage to do with any effectiveness.

On a somewhat different yet similar topic...

I wish that more of these toolbox-like functions would be passed into Chivalry. Things such as teleport and extending the range of Chivalry's Close Wounds spell to match that of Magery's Greater Heal would IMO address some very longtime balance issues.

Even though Chiv users don't tend to have the huge mana pool that mages do, empowering Chiv users to crossheal effectively would still have a powerful effect in the field. You would start to see see dexers being expressly included in open field fights instead of guilds needing for practically everyone to bring red mages.

I already know that some players would shout their rage to kingdom come at the idea of making the chivalry heal have the same range as the magery one. The way things are now is that in real-life team combat, mages rule the roost and part of that is due to the crosshealing ability. Some players I've seen posting in another thread on this topic like it this way and overtly don't mind that this difference is one part of what is largely sidelining the non-mage templates.

Adding magery to what should be a non-mage template isn't a good solution design-wise, even though its one that can in some cases be made to work on a template.

But yeah that's a change to a healing-type skill that I think would help decrease the Mages Online factor of UO in a balanced way.
 

Fluffi

Slightly Crazed
Stratics Veteran
Stratics Legend
I'm not sure about Lower Bangage Cost as an item mod, but I do think there is a case for a blessed bandage container.

The looted bandage healer can do little but beg for bandies from colleagues or run home to restock.

Suggestions like deathrobes being cut into a couple of bandages, or bandage summoning talismans fail to consider the fact that a fairly large stock of bandages is required to fight in any meaningful way. The timer on the talismans only really permits summoning enough bandies to heal-up enough to run back to the corpse and hope you haven't been looted.

Comparisons between bandage and mage healing would carry weight if the magery skill was used for healing only. It isn't, thus rendering such comparisons meaningless.


Maybe a blessed bandage bag would be overpowered on Siege, where fully-insured LRC suits are not the norm; so don't let the bags exist on Siege.
On production shards, where most mages have LRC to permit them to immediately re-enter combat in an effective manner, I don't see why there is any argument against the ability to insure/bless a container with a reasonable number of bandages.
 
I

imported_dexdash

Guest
sorry we kinda got off subject, this thread started with bandage mod topic.

my feeling is there are so many ways to heal bandages dont need to be changed.
bushido-just mana
chiv- tithe and mana
magery -mana and regs
Spirit speak- mana and or corpses
heal pots

and band aids

if anything i feel there shoulsd be less healing in the game

I mean How does a sammi Smile his way to health with confidence?

if some one is unhappy with the way band aids work they should change their template not cry imbalance

we got off topic when the point was made that magery was better than healing (which it is) but they are not for the same thing or for the same template so no balance needs to be addresses.

mages can be offensive or heal with the same skill but they are tied to mana if a mage is out of mana they cant heal.

dexxers can heal but it is totaly usless if they dont have high dex ( like 10 sec for a heal)

the oiginal point was because mages can insure the lrc suits dexxers need the same thing for bandages.

well i hate insurence, i play on seige where all mages carry regs and lose their stuff just like dexxors. OMG is this balance? yes i think it is.

this game needs to be made harder not easier
 
G

Guest

Guest
a mage without lrc needs to carry eight reagents.

a necro mage without lrc needs to carry 13 reagents.

a pure dexer only needs bandaids (for archery add arrows/bolts).

a fc/fcr chivalry dexer needs 0 bandaids, and NO extra mods.



Sorry, but mages sacrafice good mods like +HP, Stam Regen, Mana Inc etc. just to have thier LRC.



This would be like asking for LPC (Lower Potion Cost). Cause I'm oh so lazy to restock potions upon death.
 
Top