Hey folks, Playing in large scale combat, some people choose to play a more support based role of buffing/healing/etc. Maybe change ONE of the normal speed staves (like the lifebolt? or just make a new staff?) to have a bonus to healing but a penalty to offensive spells to carve out a niche for support players. Things like the Lifebolt give a bonus to lesser and greater magic, but honestly it's barely noticeable and doesn't include spellchanting for sacrifice. For example you get +15% more effective heals but your offensive spells do 20% less damage? Those numbers are obviously arbitrary and subject to change, i'm moreso just floating the concept out there. It'd be important to do this on one of the normal casting time staves otherwise it'd be pretty OP for destroyers. Disclaimer: I've been out of the game for a while and if this idea is already being implemented, is on the horizon/testing server, or has already been suggested; apologies if so.
I like how you want to implement bonuses but with penalties also.. I made a suggestion based on those principles too AND for support. You might like it. https://forums.riseofagon.com/threa...ion-for-support-playstyles.18255/#post-266599
I read your post and don't disagree with it, however the amount of changes that'd be needed to the game coding versus the risk of really fucking over the game as we've seen in other combat changes... I feel like my simple change to a single staff/introducing a staff that could be patched in pretty easily as a start, and work on your more fundamental changes as part of their ember expansion or whatever they're calling it these days. Also, where your ideas aren't bad ones... it's tiptoe'ing a line that we saw in the early days of DF-UW where if a group had a primalist or two... they'd never die. These primalists wouldn't really do much besides be a pocket healer. With just a small damage penalty to a single staff: A support player could still be viable in the other aspects of combat. Unfortunately, there must be a fine balance maintained in Darkfall meta combat where if you specialize too far: You kill the uniqueness of the combat... however if there is no specialization whatsoever: It's magefall (not counting destroyers obviously, they are indeed a specialization... albeit a mild one). Also don't forget to vote in the poll!
I think it would be easier to make a spec for healers/support players That staffs all suck imo speed kills But make a spec that made healing 30% better All forms of dmg Dmg 20% less (magic/melee/archery)
Equipping the staff would have to have a debuff that lasts 30 seconds or whatever otherwise people will just switch to that staff when healing and another staff when doing damage.