In 4th Edition, WOTC brought about some pretty significant changes (whether you feel they were better or worse), and some of those changes are seemingly mimicked in this game.
However, one of the most significant is the creation of the Healing Surge and the Second wind.
Every character now has so many healing surges (affected by con and class choice) every time they are healed, they regain some amount of HP but lose one healing surge (normally, some powers do not consume one).
Additionally, if a character is bloodied (under half HP), they can second wind, which is basically 25% of your HP heal that consumes a healing surge.
I say 25% as this number is your healing surge value... literally almost every heal that spends a surge will at least heal you for 25% of your health, typically plus some bonus (1d6 + the clerics wis mod, for example).
When you run out of healing surges, you're screwed for the most part, as only a few sources of healing exist that do not consume these surges. You replenish these surges after an extended rest (the campfires in this game are the equivalent).
So why the heck did this system not get implemented? Is it really because basically anything by PWE has potion spam in it?
Healing surge is practical in a turn base environment not a Action MMO. You also answered your on question 'When you run out of healing surges you're screwed for the most part" That would not go over well in this day and age.
They are there to provide a reason for gold to exist. Do we even know what vendors do with Astral Diamonds? are they edible? Do they make kickass chandeliers? potions and injury kits exist to veil p2w in a veneer of normalcy
Use the <removed exploit lead-in> to interact with the auction vendor.
Healing surge is practical in a turn base environment not a Action MMO. You also answered your on question 'When you run out of healing surges you're screwed for the most part" That would not go over well in this day and age.
Really? A dungeon run where the PC's have to play intelligently, not wastefully taking damage, "standing in the fire" because healing is a limited and precious resource is something that most people would not like?
Mindlessly standing in AoE's, in front of that big orc preparing for an axe swing, and not worrying about it because hey that DC throwing out unlimited aoe heals will splash me back to full, that is more fun gameplay? I have to hope that you are wrong, and that challenge and strategy are still valued.
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nectarprimeMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Really? A dungeon run where the PC's have to play intelligently, not wastefully taking damage, "standing in the fire" because healing is a limited and precious resource is something that most people would not like?
Mindlessly standing in AoE's, in front of that big orc preparing for an axe swing, and not worrying about it, that is more fun gameplay? I have to hope that you are wrong, and that challenge and strategy are still valued.
An MMO already was around like that - it was called Everquest. Then WoW came around, had mass appeal because it was easy and everyone was the legendary hero of time, and now every single MMO is like that. Thank Blizzard for watering down the genre.
If we didn't have potions, I don't think we would really need gold at all. (I know,I know, there are kits as well, but alltogether gold is rather useless.)
Really? A dungeon run where the PC's have to play intelligently, not wastefully taking damage, "standing in the fire" because healing is a limited and precious resource is something that most people would not like?
Mindlessly standing in AoE's, in front of that big orc preparing for an axe swing, and not worrying about it because hey that DC throwing out unlimited aoe heals will splash me back to full, that is more fun gameplay? I have to hope that you are wrong, and that challenge and strategy are still valued.
I'm not saying I agree with it I just know it would be hard to accomplish in a game where you are getting Zerged by monsters
I understand what you all are saying, just extremely disappointing to me that PWE and Cryptic made things this way. 4E healing is the best experience I've had in any rpg, table-top, single player game, or MMO, ever. The mechanics are awesome, and it's the furthest away from a simple heal-bot that you can get while still having the role of healer exist.
Why completely ignore this system that has received great feedback? It would be simple enough to implement.
An MMO already was around like that - it was called Everquest. Then WoW came around, had mass appeal because it was easy and everyone was the legendary hero of time, and now every single MMO is like that. Thank Blizzard for watering down the genre.
I played EQ since 1999... and no it did not have anything like this system. Healing was unlimited, you could pop a squat, stare at your spellbook, and meditate back your mana so you could heal some more.
Though this game was not as quest based, rarely did you get to a dungeon just to clear it (typically went after one specific room and just camped there).
Don't get me wrong I loved EQ, but it is nothing like this system.
Healing surges sound like a terrible mechanic in both tabletop and computer RPGs. Not least because they make no sense (potions are magical healing medicine, but healing surges are ...what? "I have been stabbed! HRRGGGHHSURRGE OK IM FINE NOW").
Potions are not exactly an IWIN button in this game, either: they come with a hefty cooldown, and you generally only need them when you're being heavily pressured anyway, so the cooldown mechanic is pretty effective. At best they provide a brief panic breathing space so your DC can fling a heal your way or you can get out of trouble (all non-DC classes) or keep you alive while you kite every add in the game (DCs). Plus potions are accessible and easily understood. Cooldowns are accessible and easily understood. Inexplicable capacity for restoring 25% health a limited number of times under certain conditions? Less accessible.
I understand what you all are saying, just extremely disappointing to me that PWE and Cryptic made things this way. 4E healing is the best experience I've had in any rpg, table-top, single player game, or MMO, ever. The mechanics are awesome, and it's the furthest away from a simple heal-bot that you can get while still having the role of healer exist.
Why completely ignore this system that has received great feedback? It would be simple enough to implement.
I agree the system is great, and I'm sorta bummed that it's not really carrying over in 5th ed, but I have to take the devs side on the functionality of it in this game, despite all the flack the Cryptic team gets they are huge D&D players, I knew they were going to do a D&D game when STO first launched and I saw that Zinc had the Core rule set on his desk during an interview, the guys I talked with at PAX were pretty hardcore players, one had been running living city for the past fifteen years.
I honestly think they tried it and it didn't work, because you could hear the frustration when they talked about systems from the book having to altered or left out. I don't expect folks to believe that here, insulting the folks that work on the game seems to be a popular past time, I just don't think all the flak is deserved.
In 4th Edition, WOTC brought about some pretty significant changes (whether you feel they were better or worse), and some of those changes are seemingly mimicked in this game.
However, one of the most significant is the creation of the Healing Surge and the Second wind.
Every character now has so many healing surges (affected by con and class choice) every time they are healed, they regain some amount of HP but lose one healing surge (normally, some powers do not consume one).
Additionally, if a character is bloodied (under half HP), they can second wind, which is basically 25% of your HP heal that consumes a healing surge.
I say 25% as this number is your healing surge value... literally almost every heal that spends a surge will at least heal you for 25% of your health, typically plus some bonus (1d6 + the clerics wis mod, for example).
When you run out of healing surges, you're screwed for the most part, as only a few sources of healing exist that do not consume these surges. You replenish these surges after an extended rest (the campfires in this game are the equivalent).
So why the heck did this system not get implemented? Is it really because basically anything by PWE has potion spam in it?
Because in D&D, you have an average of one combat an hour, so having only a few chances to heal in a day is fine. In an MMORPG, you have dozens of combats an hour. If they used the 4e healing mechanic, you'd spend most of your time dead. Being dead, it turns out, is not particularly exciting.
Because in D&D, you have an average of one combat an hour, so having only a few chances to heal in a day is fine. In an MMORPG, you have dozens of combats an hour. If they used the 4e healing mechanic, you'd spend most of your time dead. Being dead, it turns out, is not particularly exciting.
Your post is null and meaningless. The average combat is that long not because of the number of attacks, but rather, just plowing through the dice rolls, numbers, etc. The number of major encounters between extended rests (AKA campfires) in this game is not that far off, and the number of healing surges a character has is an arbitrary value that is easily modifiable.
They can. After a fight, if you have 5% health, they can heal you to full. It may take some time waiting on CD's, but they can.
You are grossly mistaken as to the purpose and content of this post
Really? Then why was your example, of a fighter allowing an orc to beat on him effortlessly. A combat example. Of how combat healing dumbs down the game?
You gave a combat example. I gave a combat reply. Who cares about out of combat heals. You can heal faster at a campfire or alter then a DC can do anyhow.
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calaminthaMember, Neverwinter Beta UsersPosts: 0Arc User
Because in D&D, you have an average of one combat an hour, so having only a few chances to heal in a day is fine. In an MMORPG, you have dozens of combats an hour. If they used the 4e healing mechanic, you'd spend most of your time dead. Being dead, it turns out, is not particularly exciting.
There's no reason why they couldn't have made healing surges work like healing potions except that you would have a limited number of charges that would slowly regen. I guess they just wanted to add a gold sink.
Not sure why you quoted my post to give that reply, because it clearly is intended for some other post completely unlike mine.
i see what you did there, quoted only one sentence. they quoted you because u don't seem to know how table top works. you could easily have the same amount of combat in d&d tabletop as a mmo. it just takes longer with dice rolls so people fill in roleplay and story to spread it. in mmo's they toss out the story. if you have a healer (like in mmo's) , then you won't be dead in table top games.
the reason 4.0 added healing surges was to help make the game main stream like mmo's. it allows a group of players to not have a cleric. that's why mmo's pretty much got rid of waiting 3mins for mana and rest. d&d neverwinter doesn't even have mana so you can just spam anything without any worries.
Comments
This game is more D&D than just in name alone.
The system is mimicked in names alone, if you haven't noticed.
Really? A dungeon run where the PC's have to play intelligently, not wastefully taking damage, "standing in the fire" because healing is a limited and precious resource is something that most people would not like?
Mindlessly standing in AoE's, in front of that big orc preparing for an axe swing, and not worrying about it because hey that DC throwing out unlimited aoe heals will splash me back to full, that is more fun gameplay? I have to hope that you are wrong, and that challenge and strategy are still valued.
An MMO already was around like that - it was called Everquest. Then WoW came around, had mass appeal because it was easy and everyone was the legendary hero of time, and now every single MMO is like that. Thank Blizzard for watering down the genre.
This game has nothing to do with NWN at all, it is a MMO based on the current edition of D&D set on the Sword Coast.
I'm not saying I agree with it I just know it would be hard to accomplish in a game where you are getting Zerged by monsters
Why completely ignore this system that has received great feedback? It would be simple enough to implement.
I played EQ since 1999... and no it did not have anything like this system. Healing was unlimited, you could pop a squat, stare at your spellbook, and meditate back your mana so you could heal some more.
Though this game was not as quest based, rarely did you get to a dungeon just to clear it (typically went after one specific room and just camped there).
Don't get me wrong I loved EQ, but it is nothing like this system.
They can. After a fight, if you have 5% health, they can heal you to full. It may take some time waiting on CD's, but they can.
You are grossly mistaken as to the purpose and content of this post
1. Roll a cleric and run some dungeons.
2. Come revisit your thread
3. ?????
4. Profitt!
Not TL, clearly though you are right, you indeed didn't read
I answered your thread title perfectly. There is no holy-trinity, there is no dedicated healer, hence the need for potions.
No, I didn't read your little D&D rules rant because quite frankly, I don't care, and clearly neither does Cryptic.
Potions are not exactly an IWIN button in this game, either: they come with a hefty cooldown, and you generally only need them when you're being heavily pressured anyway, so the cooldown mechanic is pretty effective. At best they provide a brief panic breathing space so your DC can fling a heal your way or you can get out of trouble (all non-DC classes) or keep you alive while you kite every add in the game (DCs). Plus potions are accessible and easily understood. Cooldowns are accessible and easily understood. Inexplicable capacity for restoring 25% health a limited number of times under certain conditions? Less accessible.
I agree the system is great, and I'm sorta bummed that it's not really carrying over in 5th ed, but I have to take the devs side on the functionality of it in this game, despite all the flack the Cryptic team gets they are huge D&D players, I knew they were going to do a D&D game when STO first launched and I saw that Zinc had the Core rule set on his desk during an interview, the guys I talked with at PAX were pretty hardcore players, one had been running living city for the past fifteen years.
I honestly think they tried it and it didn't work, because you could hear the frustration when they talked about systems from the book having to altered or left out. I don't expect folks to believe that here, insulting the folks that work on the game seems to be a popular past time, I just don't think all the flak is deserved.
Because in D&D, you have an average of one combat an hour, so having only a few chances to heal in a day is fine. In an MMORPG, you have dozens of combats an hour. If they used the 4e healing mechanic, you'd spend most of your time dead. Being dead, it turns out, is not particularly exciting.
Your post is null and meaningless. The average combat is that long not because of the number of attacks, but rather, just plowing through the dice rolls, numbers, etc. The number of major encounters between extended rests (AKA campfires) in this game is not that far off, and the number of healing surges a character has is an arbitrary value that is easily modifiable.
You're a *******, I wish you wouldn't speak.
Not sure why you quoted my post to give that reply, because it clearly is intended for some other post completely unlike mine.
Too many devastating 7 letter insults out there. Help me out. Did it start with a B? or an F?
Really? Then why was your example, of a fighter allowing an orc to beat on him effortlessly. A combat example. Of how combat healing dumbs down the game?
You gave a combat example. I gave a combat reply. Who cares about out of combat heals. You can heal faster at a campfire or alter then a DC can do anyhow.
There's no reason why they couldn't have made healing surges work like healing potions except that you would have a limited number of charges that would slowly regen. I guess they just wanted to add a gold sink.
i see what you did there, quoted only one sentence. they quoted you because u don't seem to know how table top works. you could easily have the same amount of combat in d&d tabletop as a mmo. it just takes longer with dice rolls so people fill in roleplay and story to spread it. in mmo's they toss out the story. if you have a healer (like in mmo's) , then you won't be dead in table top games.
the reason 4.0 added healing surges was to help make the game main stream like mmo's. it allows a group of players to not have a cleric. that's why mmo's pretty much got rid of waiting 3mins for mana and rest. d&d neverwinter doesn't even have mana so you can just spam anything without any worries.