Healing over Time spells ?
Posted: Sat Dec 12, 2009 11:16 pm
Why are there no healing spells that grant Xd4/6 amount of healing for X amount of melee's ?
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Lenwen wrote:Why are there no healing spells that grant Xd4/6 amount of healing for X amount of melee's ?
Lenwen wrote:Why are there no healing spells that grant Xd4/6 amount of healing for X amount of melee's ?
Lenwen wrote:Why are there no healing spells that grant Xd4/6 amount of healing for X amount of melee's ?
Nekira Sudacne wrote:Lenwen wrote:Why are there no healing spells that grant Xd4/6 amount of healing for X amount of melee's ?
Why would there be?
Why should there be? instead of spells that just heal?
Lenwen wrote:Nekira Sudacne wrote:Lenwen wrote:Why are there no healing spells that grant Xd4/6 amount of healing for X amount of melee's ?
Why would there be?
Why should there be? instead of spells that just heal?
Because why do a heal spell for 2d6 instantly ..
When if there were healing over time spells ..
They could do .. 2d6 healing .. over a duration of 2-5 melee's ..
Which would you pick ?
I for myself would choose the Duration heal to the instant heal ..
Nekira Sudacne wrote:Lenwen wrote:Nekira Sudacne wrote:Lenwen wrote:Why are there no healing spells that grant Xd4/6 amount of healing for X amount of melee's ?
Why would there be?
Why should there be? instead of spells that just heal?
Because why do a heal spell for 2d6 instantly ..
When if there were healing over time spells ..
They could do .. 2d6 healing .. over a duration of 2-5 melee's ..
Which would you pick ?
I for myself would choose the Duration heal to the instant heal ..
No, what I mean is, why heal 2d6 every 2-5 melees, rather than a spell that heals 2d4*10 all at once?
Lenwen wrote:Nekira Sudacne wrote:Lenwen wrote:Nekira Sudacne wrote:Lenwen wrote:Why are there no healing spells that grant Xd4/6 amount of healing for X amount of melee's ?
Why would there be?
Why should there be? instead of spells that just heal?
Because why do a heal spell for 2d6 instantly ..
When if there were healing over time spells ..
They could do .. 2d6 healing .. over a duration of 2-5 melee's ..
Which would you pick ?
I for myself would choose the Duration heal to the instant heal ..
No, what I mean is, why heal 2d6 every 2-5 melees, rather than a spell that heals 2d4*10 all at once?
Because Heals over time .. can do that .. as well as heal the rest over time.
Every time I've seen a Heal over Time .. they 90% of the time are heals that heal better then a regular heal ..
Think 2d4x10 vs 2d4x10 per melee round for 2-3 melee rounds ..
Nekira Sudacne wrote: What'd be the point of that? Combats in palladium don't last that long, and if it does, it's your armor taking most of the damage. The only things that can survive that much damage round after round are stuff that Bio-Regeneartes every round ANYWAY.
Lenwen wrote:Nekira Sudacne wrote: What'd be the point of that? Combats in palladium don't last that long, and if it does, it's your armor taking most of the damage. The only things that can survive that much damage round after round are stuff that Bio-Regeneartes every round ANYWAY.
The way I look at it is like this .
We get Supernatural Strength spell
We get Supernatural PE spell ..
We get MDC Armor spells ..
Why not get a regenerative spell ?
Nekira Sudacne wrote:Lenwen wrote:Nekira Sudacne wrote: What'd be the point of that? Combats in palladium don't last that long, and if it does, it's your armor taking most of the damage. The only things that can survive that much damage round after round are stuff that Bio-Regeneartes every round ANYWAY.
The way I look at it is like this .
We get Supernatural Strength spell
We get Supernatural PE spell ..
We get MDC Armor spells ..
Why not get a regenerative spell ?
Because mages have better things to spend months of study time on than a spell that will never be useful
jaymz wrote:Nekira Sudacne wrote:Lenwen wrote:Nekira Sudacne wrote: What'd be the point of that? Combats in palladium don't last that long, and if it does, it's your armor taking most of the damage. The only things that can survive that much damage round after round are stuff that Bio-Regeneartes every round ANYWAY.
The way I look at it is like this .
We get Supernatural Strength spell
We get Supernatural PE spell ..
We get MDC Armor spells ..
Why not get a regenerative spell ?
Because mages have better things to spend months of study time on than a spell that will never be useful
May not be useful to them typically but it could certainly be useful if they were a LLW that focuses on healing and the likes. Mind you ...... there aren't alot of spells for that in general that would allow a LLW to focus on being a healer to start with.......
Nekira Sudacne wrote:jaymz wrote:Nekira Sudacne wrote:Lenwen wrote:Nekira Sudacne wrote: What'd be the point of that? Combats in palladium don't last that long, and if it does, it's your armor taking most of the damage. The only things that can survive that much damage round after round are stuff that Bio-Regeneartes every round ANYWAY.
The way I look at it is like this .
We get Supernatural Strength spell
We get Supernatural PE spell ..
We get MDC Armor spells ..
Why not get a regenerative spell ?
Because mages have better things to spend months of study time on than a spell that will never be useful
May not be useful to them typically but it could certainly be useful if they were a LLW that focuses on healing and the likes. Mind you ...... there aren't alot of spells for that in general that would allow a LLW to focus on being a healer to start with.......
Again, nothing that a heal over time spell does that's useful compared to a simpler "Heal more at once" spell.
Nekira Sudacne wrote: Again, nothing that a heal over time spell does that's useful compared to a simpler "Heal more at once" spell.
Lenwen wrote:Nekira Sudacne wrote: Again, nothing that a heal over time spell does that's useful compared to a simpler "Heal more at once" spell.
Think like this ..
Cast a Heal over Time spell on your self .. then wade into the battle ..
Its like you have a regenerative ability for a certain amount of time ..
Where can any instantly heal now spells do the same thing ?
jaymz wrote:Nekira Sudacne wrote:jaymz wrote:Nekira Sudacne wrote:Lenwen wrote:
The way I look at it is like this .
We get Supernatural Strength spell
We get Supernatural PE spell ..
We get MDC Armor spells ..
Why not get a regenerative spell ?
Because mages have better things to spend months of study time on than a spell that will never be useful
May not be useful to them typically but it could certainly be useful if they were a LLW that focuses on healing and the likes. Mind you ...... there aren't alot of spells for that in general that would allow a LLW to focus on being a healer to start with.......
Again, nothing that a heal over time spell does that's useful compared to a simpler "Heal more at once" spell.
Typically though iirc the psionics give a heal at once then increase your natural healing as well for a duration of time. I think thats more what he's is looking for...that woudl be better than just a heal at once spell.
Nekira Sudacne wrote:
No, there's one psionic that heals yourself a flat amount, another that heals others a flat amount, and a third psionic that doubles your natural rate of healing. For most people, that's 4 HP a day instead of 2.
Nekira Sudacne wrote:Lenwen wrote:Nekira Sudacne wrote: Again, nothing that a heal over time spell does that's useful compared to a simpler "Heal more at once" spell.
Think like this ..
Cast a Heal over Time spell on your self .. then wade into the battle ..
Its like you have a regenerative ability for a certain amount of time ..
Where can any instantly heal now spells do the same thing ?
Where would that be useful, your an SDC being if you get hit your dead regardless of regeneration.
OR your an MDC being, in which case, you probablly already have bio-regeneration which already does that.
So basically, either it's useless, or it's redundtant. Again, this is not WoW where your taking damage constantly. Your likely either not really taking damage at all, or it's all to your armor and not to you. In ally my years of gaming I have never once had a situation where my personal HP and SDC was ever getting hit to a reliable extent. It simply dosn't happen.
jaymz wrote:Nekira Sudacne wrote:Lenwen wrote:Nekira Sudacne wrote: Again, nothing that a heal over time spell does that's useful compared to a simpler "Heal more at once" spell.
Think like this ..
Cast a Heal over Time spell on your self .. then wade into the battle ..
Its like you have a regenerative ability for a certain amount of time ..
Where can any instantly heal now spells do the same thing ?
Where would that be useful, your an SDC being if you get hit your dead regardless of regeneration.
OR your an MDC being, in which case, you probablly already have bio-regeneration which already does that.
So basically, either it's useless, or it's redundtant. Again, this is not WoW where your taking damage constantly. Your likely either not really taking damage at all, or it's all to your armor and not to you. In ally my years of gaming I have never once had a situation where my personal HP and SDC was ever getting hit to a reliable extent. It simply dosn't happen.
Seems ot me this type of spell might find more use in Palladium Fantasy or maybe Heroes Unlimited but I am thinking more that it woudl be very limited value in Rifts.....
Nekira Sudacne wrote:Oh, I certainly agree that spells that heal many people at once and spells that regenerate missing limbs/organs cheeply are sorely needed. However, they arn't what was being discussed. the OP only suggested a spell that heals X over about a single minutes time, which IS more inefficent than insta-heal spells. Nither mentioned Healing many at once, or regenerating lost limbs as a cost of taking longer to do so, and both of which I agree, but arn't the actual question I was asking
jaymz wrote:Nekira Sudacne wrote:Oh, I certainly agree that spells that heal many people at once and spells that regenerate missing limbs/organs cheeply are sorely needed. However, they arn't what was being discussed. the OP only suggested a spell that heals X over about a single minutes time, which IS more inefficent than insta-heal spells. Nither mentioned Healing many at once, or regenerating lost limbs as a cost of taking longer to do so, and both of which I agree, but arn't the actual question I was asking
Actually Nekire, I think he was discussing spells that woudl give you increased healing over time but more than aminute. Sort of an enhaced healing for hours (1d6 sdc per hour or sumsuch I would imagine) not just during combat but I could be misunderstanding, been a little bit since i was fully engrossed in this topic..
Lenwen wrote:Why are there no healing spells that grant Xd4/6 amount of healing for X amount of melee's ?
Nekira Sudacne wrote:No, he was specifically only refering to Melee's during combat. There's no two ways to interpret the OP.
dark brandon wrote:Nekira Sudacne wrote:No, he was specifically only refering to Melee's during combat. There's no two ways to interpret the OP.
Generally in video games, heal over time spells are not (of course) instant heal spells but are more mana efficient and heal more than an instant spell. He could argue that, which isn't such a bad idea.
A spell that heals 2D6 per melee for 5 melees would probably heal around the same as 1d4x10, but would be more ppe efficient. For combat, it may not be very effective, but after combat it would be better.
If I were to do a combat Heal over time, I'd make it something akin to "every time the recipient of this spell is hit (takes actual SDC/HP or MDC damage) the spell triggers and heals 1D6 SDC/HP/MD (depending on setting and level of spell). Spell lasts x amount of melee rounds or after x amount of charges.
Nekira Sudacne wrote:dark brandon wrote:Nekira Sudacne wrote:No, he was specifically only refering to Melee's during combat. There's no two ways to interpret the OP.
Generally in video games, heal over time spells are not (of course) instant heal spells but are more mana efficient and heal more than an instant spell. He could argue that, which isn't such a bad idea.
A spell that heals 2D6 per melee for 5 melees would probably heal around the same as 1d4x10, but would be more ppe efficient. For combat, it may not be very effective, but after combat it would be better.
If I were to do a combat Heal over time, I'd make it something akin to "every time the recipient of this spell is hit (takes actual SDC/HP or MDC damage) the spell triggers and heals 1D6 SDC/HP/MD (depending on setting and level of spell). Spell lasts x amount of melee rounds or after x amount of charges.
All of which goes back to my initial point that it's extrodanrly rare for combat to last more than one melee round, two at the most, meaning the heal over time will never actually do anything useful.
Nekira Sudacne wrote:dark brandon wrote:Nekira Sudacne wrote:No, he was specifically only refering to Melee's during combat. There's no two ways to interpret the OP.
Generally in video games, heal over time spells are not (of course) instant heal spells but are more mana efficient and heal more than an instant spell. He could argue that, which isn't such a bad idea.
A spell that heals 2D6 per melee for 5 melees would probably heal around the same as 1d4x10, but would be more ppe efficient. For combat, it may not be very effective, but after combat it would be better.
If I were to do a combat Heal over time, I'd make it something akin to "every time the recipient of this spell is hit (takes actual SDC/HP or MDC damage) the spell triggers and heals 1D6 SDC/HP/MD (depending on setting and level of spell). Spell lasts x amount of melee rounds or after x amount of charges.
All of which goes back to my initial point that it's extrodanrly rare for combat to last more than one melee round, two at the most, meaning the heal over time will never actually do anything useful.
dark brandon wrote:Nekira Sudacne wrote:dark brandon wrote:Nekira Sudacne wrote:No, he was specifically only refering to Melee's during combat. There's no two ways to interpret the OP.
Generally in video games, heal over time spells are not (of course) instant heal spells but are more mana efficient and heal more than an instant spell. He could argue that, which isn't such a bad idea.
A spell that heals 2D6 per melee for 5 melees would probably heal around the same as 1d4x10, but would be more ppe efficient. For combat, it may not be very effective, but after combat it would be better.
If I were to do a combat Heal over time, I'd make it something akin to "every time the recipient of this spell is hit (takes actual SDC/HP or MDC damage) the spell triggers and heals 1D6 SDC/HP/MD (depending on setting and level of spell). Spell lasts x amount of melee rounds or after x amount of charges.
All of which goes back to my initial point that it's extrodanrly rare for combat to last more than one melee round, two at the most, meaning the heal over time will never actually do anything useful.
Heal over time for combat may not be useful, this is true.
But a heal over time spell (going with the video game thought line) generally fall in the "Heal more for less PPE". A great way to heal after combat, while using the least amount of PPE possible.
Reminds me of a sign I saw in a mechanic shop once.
"You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast".
The Beast wrote:I'm fairly sure that unless the spell only healed one or two points at every instance of healing such a spell would cost more PPE than the ones they got now.
Cinos wrote:Only way a Heal over Time spell would be marginally useful is if it was attached to a heal bomb as a sort of after effect backup (or an incubating heal, after taking damage, heal X). If you found a Mend Metal over Time spell THAT would be the good part, cast before going into battle, keep those repair bills down.