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  1. #11
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    Healing would be cool if they made it so that when out of combat(like how we can summon Trust NPCs) we automatically heal, but if in combat we still have to use the /heal command. It would be balanced so we can heal when out of combat but if we are fighting as something like a WHM or a BRD, doing only support actions, or we are kiting a mob around and not being hit or hitting it, we don't automatically heal since we are on an enemies hate list already.

    On top of that, increasing the rate that we start to heal and the rate at which we heal once we start to would be nice, we take I think 30 seconds after we /heal before we start to gain HP or MP, which is kinda slow, I would rather it be something more like 10~15 seconds, and increasing the gain per tick would be cool too. All of this of course would mean Clear Mind would need to be changed or adjusted.
    (2)

  2. #12
    Player Vivivivi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    554
    Character
    Bananavivi
    World
    Asura
    Main Class
    BLM Lv 99
    Quote Originally Posted by leorez View Post
    the one thing that i noticed people always didnt love but never made a big deal of was how super slow resting took. It would be nice to have the healing become more proportional with how high level you are...and speed it up a bit too (at this point in the game i dont see why not)

    I also liked how the trust NPCs would just recover (or so it seems) right as they got out of combat, though i kinda get why they want us to /rest to heal up, it wouldnt bother me if once your out of combat and have no agro you just start to heal.

    Its nothing major, just a thought while doing some solo sparks stuff after coming back from a long break.
    This is also how monstrosity works... and Final Fantasy XIV ^_^;

    I would like to see this change implemented as well. I think a simple crazy auto-regen/refresh when not engaged would eliminate the need to heal which might be a little gamebreaking, but perhaps a balance of both– auto-regen/refresh when not engaged, aggroed or have a slip damage effect, and a bonus for /heal
    (0)

  3. #13
    Player Fritobandito's Avatar
    Join Date
    Mar 2014
    Posts
    20
    Character
    Fritobandito
    World
    Asura
    Main Class
    THF Lv 50
    I'd love to see HP/MP regen while not in combat without the need for resting. Perhaps slower than resting, but at least something.
    (1)

  4. #14
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Greetings,

    In order to introduce a system where HP and MP recover naturally, we would have to limit it to occur only when you are not in battle due to battle balance. While it seems easy to determine when a player is or is not in battle, in actuality this process causes a significant amount of server stress, and thus this type of system would be difficult to implement.

    If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!
    (16)
    Devin "Camate" Casadey - Community Team

  5. #15
    Player Vivivivi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    554
    Character
    Bananavivi
    World
    Asura
    Main Class
    BLM Lv 99
    Quote Originally Posted by Camate View Post
    Greetings,

    In order to introduce a system where HP and MP recover naturally, we would have to limit it to occur only when you are not in battle due to battle balance. While it seems easy to determine when a player is or is not in battle, in actuality this process causes a significant amount of server stress, and thus this type of system would be difficult to implement.

    If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!
    Thanks for the info!
    (1)

  6. #16
    Player Lyandra's Avatar
    Join Date
    Sep 2011
    Posts
    26
    Character
    Lyandra
    World
    Phoenix
    Main Class
    BLM Lv 99
    Would it be possible to share the best of both worlds? Instead of just making the base tick start at a higher value and go up from there, have it so that it increases as it does now but like a +10 bonus to each tick increase? Or better yet, make it similar to the Kupo Power: Swift Shoes - after healing for a few ticks you get a non-stacking "Refresh" buff when healing (like Quickening) but it goes away when you cancel healing (like current /healing)? At any rate, any change would be nice, and thank you for letting us know it's being considered.
    (4)

  7. #17
    Quote Originally Posted by Camate View Post
    Greetings,

    In order to introduce a system where HP and MP recover naturally, we would have to limit it to occur only when you are not in battle due to battle balance. While it seems easy to determine when a player is or is not in battle, in actuality this process causes a significant amount of server stress, and thus this type of system would be difficult to implement.

    If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!
    So how does monstrosity's quick healing strain the server less than it would for having it outside of it? The detection is still running, as it is with Trust.
    (4)

  8. #18
    Player Raydeus's Avatar
    Join Date
    Jun 2013
    Location
    MogVault 101
    Posts
    603
    Quote Originally Posted by Camate View Post
    Greetings,

    In order to introduce a system where HP and MP recover naturally, we would have to limit it to occur only when you are not in battle due to battle balance. While it seems easy to determine when a player is or is not in battle, in actuality this process causes a significant amount of server stress, and thus this type of system would be difficult to implement.

    If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!
    For HP it would be good if it was based on a percentage of max HP instead of being fixed, this way it would work better while under the effects of of HP boost regardless of area. Or at least have it scalate much faster with a +5 to +10 HP per tick bonus instead of the current +1.

    For MP I'd probably like seeing something like this :



    That way it would be much better for full heals while being almost the same for shorter ones like the kind of /heal we do while in battle.

    It would need some serious tweaking, but you get the idea.
    (5)

  9. #19
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    Quote Originally Posted by bungiefanNA View Post
    So how does monstrosity's quick healing strain the server less than it would for having it outside of it? The detection is still running, as it is with Trust.
    Well, to be fair, Monstrosity only stops healing you when you get hit. You can be in battle, as in have hate on a monster, and heal all the same either way, it only depends on your being hit. That being said, Trust goes off an 'in-battle' system, as in checking to see if you have hate on a monster, and prevents you from using the spells if you do. So while it's taking the same kind of server stress for Trust we can't really say it's the exact same for Monstrosity.
    (0)

  10. #20
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    wouldn't it be possible to re-use the same check as the server uses for trust?

    Consider this: Whenever anyone has a trust NPC active (or tries to summon one), the server is required to keep track of whether or not you are in battle. This leads to the server very frequently checking the "in battle" status, I would think. Because the server needs to keep track of this anyway, wouldn't it be possible to make th /heal check re-use the information that is used for trust? After all, people don't /heal extremely often anymore anyway. Very often in zones where intense battles happen, people rely on refresh buffs and gear, as well as cures, to regain hp and mp, not /heal. On the flipside, the areas where people are more likely to /heal are often in less-visited zones, such as after you die in dynamis and need to wait for weakness, or when you are soloing in areas without trust/fellow access. Now excuse me if I am wrong, but aren't the zones of vanadiel generally grouped together on separate servers? If the less-used zones aren't on the same servers as the heavily used zones are, can't these servers afford to do a few "in combat" checks without their load going through the roof? After all, resting isn't started and stopped very rapidly under normal circumstances. Once you start /healing, you won't really do any combat until well over a minute later, possibly 3 minutes, and the server wouldn't need to re-check the "in combat" thing until they aggroed a monster in some way or another.
    (2)

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