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Resurrect Powers like:
Resurrection Serum
Divine Renewal
Redemption
cannot be used effectively and most of the time 'at all' in battle, making them almost useless. This is a topic to fix the huge problem, which means Resurrections are only worth taking for casual Resurrections after watching people duel.
Why change them?
-Healers have quick aggro on most mobs, most likely in short fights or when heroes receive plentiful heals.
-Healers are too repeatedly being effected by 1 tick of random Cone or DoT damage preventing any use of the powers.
-Healers are likely the target of mobs when your ally (possibly Tank) has died, meaning your resurrection idea is out the window automatically precisely when you WANT to use it.
How have other games worked around this?
-Combat Resurrections (very high threat generated, no interruptions)
-Non-Interruptible Resurrections that have lengthy cooldowns.
What could Champions do?
-The same perhaps.
--
Proposal idea to fix this issue:
I have an idea to fix our current 3 Resurrections. We use a Damage Threshold before an interruption is made.
For example:
Rank 1 Resurrection: This power will interrupt if you recieve 500 damage
-This will stop tiny DoTs and ticks of damage from making your power worthless.
Rank 2 Resurrection: More Health on revival, and will interrupt if you recieve over 1000 damage.
-A better upgrade people will actually want to put rank points into, making you a more effective Resurrection healer.
Rank 3 Resurrection: Even more Health on revival, and will interrupt if you recieve over 2000 damage.
-4 Rank points well spent, making you an effective Combat based resurrection healer, and an actual asset to the team.
Resurrection Serum
Divine Renewal
Redemption
cannot be used effectively and most of the time 'at all' in battle, making them almost useless. This is a topic to fix the huge problem, which means Resurrections are only worth taking for casual Resurrections after watching people duel.
Why change them?
-Healers have quick aggro on most mobs, most likely in short fights or when heroes receive plentiful heals.
-Healers are too repeatedly being effected by 1 tick of random Cone or DoT damage preventing any use of the powers.
-Healers are likely the target of mobs when your ally (possibly Tank) has died, meaning your resurrection idea is out the window automatically precisely when you WANT to use it.
How have other games worked around this?
-Combat Resurrections (very high threat generated, no interruptions)
-Non-Interruptible Resurrections that have lengthy cooldowns.
What could Champions do?
-The same perhaps.
--
Proposal idea to fix this issue:
I have an idea to fix our current 3 Resurrections. We use a Damage Threshold before an interruption is made.
For example:
Rank 1 Resurrection: This power will interrupt if you recieve 500 damage
-This will stop tiny DoTs and ticks of damage from making your power worthless.
Rank 2 Resurrection: More Health on revival, and will interrupt if you recieve over 1000 damage.
-A better upgrade people will actually want to put rank points into, making you a more effective Resurrection healer.
Rank 3 Resurrection: Even more Health on revival, and will interrupt if you recieve over 2000 damage.
-4 Rank points well spent, making you an effective Combat based resurrection healer, and an actual asset to the team.
# 2
03-27-2011, 06:41 AM
I'm fairly sure that only divine renewal is interrupted on damage, the celestial one certainly isnt.
# 3
03-27-2011, 06:46 AM
Resurrection Serum, Redemption and Divine Renewal are all interrupted on damage.
# 4
03-27-2011, 06:55 AM
Use anyform of shield? MR, the craftables or Force of Nimbus.
# 5
03-27-2011, 06:56 AM
Every power that is interrupted on damage needs that part removed, This game is too fast paced for that kind of mechanic to fit.
Its so out of place its just silly.
Its so out of place its just silly.
# 6
03-27-2011, 08:23 AM
Yeah, taking a resurrection power at the moment basically locks you into also taking either Protection Field, Mindful Reinforcement or Unbreakable if you want to ever be able to use it for anything other than reviving duel participants.
I like the idea of having to take a certain amount of damage before the rez is interrupted, but I like XelNigma's idea of no interrupt on damage even more. Interrupt on knock, stun or hold, that I can live with.
But being slightly nudged? No.
I like the idea of having to take a certain amount of damage before the rez is interrupted, but I like XelNigma's idea of no interrupt on damage even more. Interrupt on knock, stun or hold, that I can live with.
But being slightly nudged? No.
# 7
03-27-2011, 02:15 PM
Honest question here:
Could threat wipes and/or stealth help with this ?
Could threat wipes and/or stealth help with this ?
# 8
03-27-2011, 02:24 PM
I've been gone for a while but I think it depends on the situation. For example, in a scenario with "tough" monsters with true sight, stealth would be moot. (secretly wishes this would change)
# 9
03-27-2011, 03:02 PM
I've actually ressed people with me being the only one alive against the Baron or Dracul.
But yeah, taking away the interrupt on damage part would be wonderful. Resses are of questionable value already, outside of Therakiel's Temple. No need to have them be a pain in the rear to use them too.
But yeah, taking away the interrupt on damage part would be wonderful. Resses are of questionable value already, outside of Therakiel's Temple. No need to have them be a pain in the rear to use them too.
# 10
03-27-2011, 03:16 PM
Quote:
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Originally Posted by Ashen_X
Honest question here:
Could threat wipes and/or stealth help with this ? |
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