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Healer gating

So like I said, it's been a while since I played FL but from what I've gathered healers can't gate to players anymore. That totally makes sense from a pk stand point. Having a healer gate to someone to pinpoint their location and/or jump them really sucks. But I found that when it comes to helping other players (ain't that what they're supposed to do anyway?), it's a little trickier reaching them quickly if you have to figure out where they are, then figure out what mobs are near them that you can gate to, blah blah blah.

What if healers were able to gate only to players of good or neutral alignment, and the player had to accept being gated to, much like how resurrections work? That way it wouldn't be abused, but could still allow healers to aid people more efficiently. Just my two cents!

Something akin to the nosummon option stopping out-of-pk people from summoning you doesn't sound bad at all to me... a nogate command toggling whether you allow people to gate to you or not sounds pretty simple.

completely agree... being able to toggle a nogate command would be splendid.

Healers need tweaking, but that is not the right direction.

Healers need tweaking' date=' but that is not the right direction.[/quote']

What's the problem with it?

I love the idea!

Plus... I don't see why Healers need any tweaking. What's wrong with them? What needs tweaked and why does it need tweaking?

I love the idea!

Plus... I don't see why Healers need any tweaking. What's wrong with them? What needs tweaked and why does it need tweaking?

They need to be more useful. coughresurrectionmeaningsomethingcough

Indeed.

There needs to be incentive to playing a healer.

There needs to be incentive to playing a healer.

There is incentive, its called no vampires!

There is incentive' date=' its called no vampires! [/quote']

Which then leaves the Healer with what on their to do list? :eek: :confused:

Healers would make perfect merchants if it werent for them being a sub-part of Syndicate..... they can RP.... they can write notes and join Herald... they can deal with the other cabals and be restricted heavily on their pk... they can stand around and do nothing like they always have... or they can commit suicide.

OMIGOSH! Healers... they can't PK but they sure as heck can run around a fight healing up soldiers on the front-lines and irritate the other side. And there isn't a reason Healers can't do that while Shamans or Evil Clerics do the same for their "side". heh...

I may have found new inspiration to play again.

Unfortunately, since the player base is so bent on the fact that healers should never be violent (even if their cabal mate is getting killed in front of them, or if the healer them self gets attacked) that we'll never see much of any change of attitude to Healers.

That being said, I'm certain they're on the bottom of the list for changes, since the staff has better things to do then to incorporate a use for a purely, consequentially RP only class (that can be PK'd. Go figure.)

I don't mean help PK but to stand back and heal, give blessings and overall be an annoyance their current enemy.

I don't mean help PK but to stand back and heal' date=' give blessings and overall be an annoyance their current enemy.[/quote']

Yes, let us give the OOC circles more incentive to plan when to get on together.....

I remember a dynamic duo from about eight years ago that LOVED making combinations together to take care of each other...pain in my...

No gate isn't a viable option do to to a few cabals skills being made useless.

I don't see anything wrong with it. It's a game... If people like too, and can actually pull it off to work in pairs let 'em. The whole "OOC is forbidden / taboo" is silliness to actually think that most to all players do not use it. In some form or another all of us are guilty. The point is that this is a game. Play it, learn it, get good at it or forever suck at it.

^__^ That's my view anyways.

Agreed that healers need a major skill/spell rework. They are inferior to good clerics in PK and have more restrictions.

Nothing will change regarding healer aggressiveness until we can put forth a class rework for them, so don't hold your breath... But if anyone has skill/spell ideas on how to make healers more unique and playable without restrictions, go ahead.

I remember a dynamic duo from about eight years ago that LOVED making combinations together to take care of each other...pain in my...

Who would need a pair to kill you? They must have sucked

I don't mean help PK but to stand back and heal' date=' give blessings and overall be an annoyance their current enemy.[/quote']

THAT would be helping PK.