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Author Topic: Which spells are in biggest need of a rewrite?  (Read 4508 times)
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Shiki
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« Reply #140 on: September 10, 2011, 12:02:43 AM »

How much healing, how many targets, what range, and with what actions would healing spells need to heal to be worthwhile in combat?

Quiescently Weaved through Enlarged Tapestry Enlarge Heal w/ no spell level increase.

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SorO_Lost
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« Reply #141 on: September 10, 2011, 12:08:28 AM »

How much healing, how many targets, what range, and with what actions would healing spells need to heal to be worthwhile in combat?
3.0 said Waithstrike.
3.5 said Devoted Maneuvers, also cheap out of combat healing (to a point it's nearly free).
4.0 said everyone can cross heal!
But excluding those...

If healing didn't cap at Serious and move too Mass versions healing maybe it would be useful. Generally the consensus says Heal is the only spell worth while. Not only when you first get the spell it can be powerful enough to fully heal anyone, it also removed several negative debuffs from a character.

So, in a gist. Better healing amount, allow healing spells to gradually scale up their cure effects, and dammit f*ck inflation. Don't write five spells to heal five different amounts and then double that to ten spells by including Mass versions. One spell that heals like 1d8 per CL (opposed to the common d6 for dmg) and if your CL is > 3 it cures this and that, > 5 it cures more, etc. By the time you hit the 9th level version it is a combination of Greater Restoration, Break Enchantment, Regenerate, and lot of healing. That could work, probably.

Edit - Actually some slot break up would be required to prevent metamagic abuse. It's just, five cure level spells, five mass cure level spells, heal and it's mass version. Lame lame lame lame lame. The described above would make an excellent capstone trait of a PrC though.
« Last Edit: September 10, 2011, 01:30:49 AM by SorO_Lost » Logged

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« Reply #142 on: September 10, 2011, 12:52:41 AM »

I agree more or less w/ SorO.  A healing spell that scales like a damaging spell does, and that gives the option to remove a condition to boot would be what I'd do.  I'd also make a mass one that is similar, but affects allies w/in a given area, but to a lesser extent, and so on.  Again, the model is damage-dealing spells:  ones that affect a single target do more to that target, area effect ones do less. 

I'd also like a decent swift healing option.  It can be higher level, or more appropriately, heal a lot less (1/2 or 1/3 of what the "normal" healing would do), but it should be decent.

Otherwise, the only in-combat healing I see is where I break the action economy (right now I'm playing a cleric supermount combo, so I don't mind wasting the cleric's actions to heal, and Shield Other plus Heal Mount is really the uber efficient thing there), or from a player who is just bored and not real engaged so is happy to spam healing. 
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Lycanthromancer
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« Reply #143 on: September 10, 2011, 04:12:07 PM »

As mentioned, healing spells should scale well and remove status ailments as part of the standard package. They should have a casting time of 1 move action (so you can pull off two per round as needed), and I'd say they should probably affect as many creatures as you can touch in a round.

That'd make healing somewhat viable, especially if anything over and above max HP became temp HP for, say, 1 minute.
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Littha
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« Reply #144 on: September 10, 2011, 05:22:21 PM »

One thing that really put me off about healing spells was the range, they should be close range rather than touch imo.
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Endarire
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« Reply #145 on: September 13, 2011, 11:27:34 PM »

What spells, when persisted, are the most problematic?
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« Reply #146 on: September 13, 2011, 11:28:22 PM »

Consumptive Field and its big brother.
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