I mean, if healers are like doctors and are supposed to "do no harm", and try and save everyone, shouldn't they be neutral so they can heal evils (outside of undead and demons).
Make healers a viable class again.
Healers are not like doctors though.
They strive to preserve life via mystical powers that come from their God, who is a God of LIFE. I doubt a God of life would help someone who has no morals and would kill just for fun.
Sooooo you're telling me that the complete pacifist healer guild reveres life enough to heal goods and neutrals, and never ever ever kill anyone, even if they are fixing to stab a child, but you can't ress evils to give them another chance or whatever? I'll never play another healer so I don't really care, but that makes no sense.
The healer's powers come from the gods of Light - they aren't fans of evils, and so would not help them.
Good and evil in FL are very probably not exactly the same thing as you may consider good and evil to be in real life.
They can't kill him, but they sure can woop his *** and send him running.
And it's not up to them to decide who they can resurrect or not. It's up to their God.
Besides, it makes perfect sense - why resurrect someone just so he can continue his mindless killing?
I really like the healer weapon idea. I don't think it should EXPLODE on the healer killing someone, but I do think it should suffer from it.
Maybe a progression of "life points" (one resurrection = one life point), like this:
Level 1 (0 life point) = Regular healer staff, does standard in-combat heals
Level 2 (1 life points) = Can be used every 5 hours or so to cast cure critical
Level 3 (3 life points) = Reduces the cost of resurrection by 100
Level 4 (5 life points) = Casts mass heal in combat at random
Level 5 (10 life points) = Reduces the cost of resurrection by 50 and removes the drain affect
Level 6 (15 life points) = Becomes owner only and nameable?
Level 7 (20 life points) = Autoslays anyone who attacks the healer
Ok, so maybe not that last one so much. But I think it's a really cool idea. Maybe have the counter take off two life points every time a healer kills someone.
I think those buffs are too weak.
Level 1 (0 life point) = Regular healer staff, does standard in-combat heals
Level 2 (1 life points) = Can be used every 3 hours HEAL.
Level 3 (3 life points) = Becomes no rem.
Level 4 (5 life points) = Becomes no drop.
Level 5 (10 life points) = Becomes No uncurse.
Level 6 (15 life points) = Becomes owner only and nameable.
Level 7 (25 life points) = Becomes burnproof.
Level 8 (35 life points) = Damage gets a boost and becomes divine.
Level 9 (45 life points) = Can be used to cast heal every hour.
Level 10 (60 life points) = Can be used to cast level 60 esuna.
I don't like the idea losing levels on a kill. What prevents someone from "suiciding" to a healer to make them lose levels on their staff, just to piss in some cheerios? Seems fairly easy to abuse to me. I could see the staff not accept new life points for a time after a kill... like time for you to do penance for having to take a life, but straight up losing levels strikes me as far too damaging. I mean... they are allowed to actively hunt down undead.
Just give healers mercy lol.
Well... okay, give them mercy. Would a kill on an undead still be damaging to them? It is their secondary mission, right behind preserving life.
Well... okay' date=' give them mercy. Would a kill on an undead still be damaging to them? It is their secondary mission, right behind preserving life.[/quote']
I think killing an undead should gain you more life points than a resurrection.
I think killing an undead should gain you more life points than a resurrection.
Now we are on the same page.
Oh shiz, make Healer able to fight? I'll learn PK super quick!
LoL
Healers always could and should be out actively hunting undead.
Well just you wait...
Yeah... just you wait.
:3
Healers always could and should be out actively hunting undead.
I'd say whether the healer wishes to actively hunt undead should up to the individual healer. There's nothing wrong with playing a total pacifist healer.
Okay... you COULD play a totally pacifist healer and be fine. If you wanted to learn to PK with a healer however, active pursuit of the undead is still perfectly allowable. I think that is more what I was driving at than trying to dictate RP to people.
Okay... you COULD play a totally pacifist healer and be fine. If you wanted to learn to PK with a healer however' date=' active pursuit of the undead is still perfectly allowable. I think that is more what I was driving at than trying to dictate RP to people.[/quote']
Fair enough.
I think those buffs are too weak.
Level 1 (0 life point) = Regular healer staff, does standard in-combat heals
Level 2 (1 life points) = Can be used every 3 hours HEAL.
Level 3 (3 life points) = Becomes no rem.
Level 4 (5 life points) = Becomes no drop.
Level 5 (10 life points) = Becomes No uncurse.
Level 6 (15 life points) = Becomes owner only and nameable.
Level 7 (25 life points) = Becomes burnproof.
Level 8 (35 life points) = Damage gets a boost and becomes divine.
Level 9 (45 life points) = Can be used to cast heal every hour.
Level 10 (60 life points) = Can be used to cast level 60 esuna.
and
I really like the healer weapon idea. I don't think it should EXPLODE on the healer killing someone, but I do think it should suffer from it.
Maybe a progression of "life points" (one resurrection = one life point), like this:
Level 1 (0 life point) = Regular healer staff, does standard in-combat heals
Level 2 (1 life points) = Can be used every 5 hours or so to cast cure critical
Level 3 (3 life points) = Reduces the cost of resurrection by 100
Level 4 (5 life points) = Casts mass heal in combat at random
Level 5 (10 life points) = Reduces the cost of resurrection by 50 and removes the drain affect
Level 6 (15 life points) = Becomes owner only and nameable?
Level 7 (20 life points) = Autoslays anyone who attacks the healer
Ok, so maybe not that last one so much. But I think it's a really cool idea. Maybe have the counter take off two life points every time a healer kills someone. Nice.
But how about level 7 or so grants restore faith in combat?
Level 10 can be used for esuna already.
I think what you are suggesting would be too much.