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What should we do with the Healing Traits?

Merge them into two Traits (one non-Restricted, one Restricted) that covers both self-healing and healing others.
8
57%
Keep them as four Traits, but change the descriptions so one set is for self-healing and one set is for healing others.
6
43%
I have mouthwords! (I don't have any other ideas, but maybe you do? So tell me!)
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Total votes : 14

About Healing Traits! [6/6]

Postby Kodai » 06/06/2013 9:37 PM

Okay! So we all know (if we care about Battle Traits) that there are five Traits that can heal you in battle: Healing Touch and Healer's Chant, which aren't Restricted; Greater Healing Touch and Healer's Prayer, which are Restricted; and Hyper Healing, which is Shrine. They all work for everyone, right?

Nope. :,D Things could be better.

Thanks to Azura, I want to change things. Here's what's up:

1. Healing Touch and Healer's Chant (and therefore Greater Healing Touch and Healer's Prayer) really don't /need/ to be separate. They have different flavor texts, yes, but otherwise they do the same thing: you can heal either yourself or someone else for a set amount. Besides, what if a character doesn't heal by touch or prayer? What if they use some sort of magic inside their body or something? What I propose is to merge these Traits into something that has a more general definition. However! I am split as to how this ought to be done. The first choice is to collapse them into two Traits total (one non-Restricted and one Restricted, as before), which would be capable of healing either yourself or someone else, as the current ones do now. The second choice is to have four Traits total, as now, but to separate them into a self-healing set and an other-healing set (so that people could choose whether their pet could only heal themselves, only others, or take both if their character can do both). My question to you is what do you prefer? Is separating them into self- and other-healing just as pointless as how things are now? Or do you want that sort of choice?

2. What about characters that have really fast self-regeneration abilities? Yes, we have Passive Traits for that, but they can't express this ability in battle -- the only way they could is through the Traits we have now, and none of them really fit what self-regeneration does (that is, the current Traits can only be used once, whereas self-regeneration works continuously). My idea is for a Trait that could be used for self-regeneration -- something like Spiked Body that is Automatic and heals x amount of Endurance each turn (it would use the Spiked Body values). What do you think?

(There's also been a mention of whether the current Healing Trait values are high enough, due to only being able to use them once per battle and needing a full turn to use them... if you want to discuss this as well, please do.)

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Re: About Healing Traits! [6/6]

Postby Thunder » 06/06/2013 9:53 PM

I do think we should just combine Healing Touch and Healer's Chant into a general "Heal" trait. However, it seems cumbersome to separate self-healing and ally-healing. I believe the consolidated trait should include both effects.

I...don't see anything about the healing traits being One Use? XD I'm pretty sure they're AP based, Dai. I do think they're a little low, though, and are not worth the AP they cost to use. For instance, Healer's Chant at level 1 only heals 2 Endurance, and if you took just 1 damage afterwards, that means you already lost half of what you healed. If you're at level 1, you only have 10 AP, and after one round of healing, you'll only have 6 AP left. This is even more useless if the healing pet also happens to be the slower one.

I support the idea of the self-regeneration trait. I would also like to propose another healing trait idea: one that can heal the user and all allies at the same time, an "area healing" trait, if you will. So far, all our healing traits can only be used on one target at a time.
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Re: About Healing Traits! [6/6]

Postby Shieba » 06/06/2013 10:01 PM

See here for a long, long post of mine which contains a lot of analysis about healing traits (and how they fare against bonus damage).

As for a self-regeneration trait, I am all for it, but it should either be maybe only as powerful as Spiked Body (or less or battles on high levels will take even longer) or be something that you activate once and then gradually fades. Or so I think. o3o



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Re: About Healing Traits! [6/6]

Postby ToxicShadow » 06/06/2013 11:25 PM

Being that I was having a whole mental debate over rather or not to include my healing trait on my level 3 character in my test battle, I actually like the idea of the endurance healed being increased or the AP cost decreased. I found that I couldn't use it and another AP move with my limit of 10 AP, which sort of hinders the pet's character.

I do agree that settling the four healing traits into two would be a good option, and would prefer to keep the option of healing oneself or an ally (or perhaps the suggested option of healing both). In all honesty, I don't even think a non-restricted healing trait is necessary, since anyone that has a healing ability would be able to get the more powerful, restricted version, and certainly use it rather than its weaker version.

I do think a self regenerating trait would be neat, though.
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Re: About Healing Traits! [6/6]

Postby Thunder » 06/07/2013 12:18 AM

ToxicShadow wrote:In all honesty, I don't even think a non-restricted healing trait is necessary, since anyone that has a healing ability would be able to get the more powerful, restricted version, and certainly use it rather than its weaker version.


This is actually a really good point. I second this notion.
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Re: About Healing Traits! [6/6]

Postby GrayGriffin » 06/07/2013 10:18 PM

I dunno-for flavor reasons, my healer character only has the weaker healing traits.
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Re: About Healing Traits! [6/6]

Postby Azura Rayume » 06/08/2013 12:34 AM

I broke everything, guys. :U

I like the idea of having one that specifies "self" and one that specifies "other" for character reasons, actually. The guy who started all this, Jesse, is constantly regenerating, so his injuries heal over a less time than a normal person. He wouldn't be able to use this ability on others, so a self-heal trait would work for him. Some characters might be able to heal others but not themselves, depending on how their powers/skills work. If you wanted both, you could take both. Or have a third, harder to get trait that combines the two. Like go from a restricted to a shrine trait or something.

Also, I support the self-regeneration trait but only if it is restricted. It should be something a character has a reason to have because everyone would use it otherwise. Something like regeneration should probably be expressed through battle, though, since that's a place where it would play the largest role as far as effect on a character (outside of, yanno, a violent RP that also involves injury).



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Re: About Healing Traits! [6/6]

Postby Shieba » 06/11/2013 7:40 PM

Hey look, look! I have ideas! I basically ditched Augmented Healing as well by adding its values to the restricted healing trait.

Healing Magic - AP
Prerequisites: There are no prerequisites for this Trait.
Effect: The user heals some of its own or an ally's Endurance. It may only choose one target per turn. For the next two turns, the pet healed has +5 Defense.
Damage Roll: There is no damage roll made for this Trait.
Attack As Well: This Trait replaces your attack; you cannot make a regular attack and use this Trait at the same time.
Lv. 1 - 9: +3 Endurance/5 AP
Lv. 10 - 19: +4 Endurance/6 AP
Lv. 20 - 29: +5 Endurance/7 AP
Lv. 30 - 39: +6 Endurance/8 AP
Lv. 40 - 49: +7 Endurance/9 AP
Lv. 50 - 59: +8 Endurance/10 AP
Lv. 60 - 69: +9 Endurance/11 AP
Lv. 70 - 79: +10 Endurance/12 AP
Lv. 80 - 89: +11 Endurance/13 AP
Lv. 90 - 99: +12 Endurance/14 AP
Lv. 100+: +13 Endurance/15 AP

Augmented Healing Magic - AP (Restricted)
Prerequisites: There are no prerequisites for this Trait.
Effect: The user heals some of its own or an ally's Endurance. It may only choose one target per turn. For the next two turns, the pet healed has +8 Defense.
Damage Roll: There is no damage roll made for this Trait.
Attack As Well: This Trait replaces your attack; you cannot make a regular attack and use this Trait at the same time.
Lv. 1 - 9: +5 Endurance/6 AP
Lv. 10 - 19: +7 Endurance/7 AP
Lv. 20 - 29: +9 Endurance/8 AP
Lv. 30 - 39: +11 Endurance/9 AP
Lv. 40 - 49: +13 Endurance/10 AP
Lv. 50 - 59: +15 Endurance/11 AP
Lv. 60 - 69: +17 Endurance/12 AP
Lv. 70 - 79: +19 Endurance/13 AP
Lv. 80 - 89: +21 Endurance/14 AP
Lv. 90 - 99: +23 Endurance/15 AP
Lv. 100+: +25 Endurance/16 AP

Regeneration - One-Use
Prerequisites: There are no prerequisites for this Trait.
Effect: The user heals an amount of Endurance each turn. Each turn the power is in effect, the amount of Endurance healed decreases by an indicated amount until the effect is gone.
Damage Roll: There is no damage roll made for this Trait.
Attack As Well: This Trait replaces your attack; you cannot make a regular attack and use this Trait at the same time.
Lv. 1 - 9: +2 Endurance (decrease by 1)/6 AP
Lv. 10 - 19: +3 Endurance (decrease by 1)/7 AP
Lv. 20 - 29: +4 Endurance (decrease by 1)/8 AP
Lv. 30 - 39: +5 Endurance (decrease by 1)/9 AP
Lv. 40 - 49: +6 Endurance (decrease by 2)/10 AP
Lv. 50 - 59: +7 Endurance (decrease by 2)/11 AP
Lv. 60 - 69: +8 Endurance (decrease by 2)/12 AP
Lv. 70 - 79: +9 Endurance (decrease by 2)/13 AP
Lv. 80 - 89: +10 Endurance (decrease by 3)/14 AP
Lv. 90 - 99: +11 Endurance (decrease by 3)/15 AP
Lv. 100+: +12 Endurance (decrease by 3)/16 AP

Enhanced Metabolism - Automatic (Restricted)
Prerequisites: There are no prerequisites for this Trait.
Effect: The user heals an amount of Endurance each turn automatically.
Damage Roll: A damage roll is not applicable for this Trait.
Attack As Well: This does not apply to this Trait.
Lv. 1 - 9: +1 Endurance
Lv. 10 - 19: +1 Endurance
Lv. 20 - 29: +2 Endurance
Lv. 30 - 39: +2 Endurance
Lv. 40 - 49: +3 Endurance
Lv. 50 - 59: +3 Endurance
Lv. 60 - 69: +3 Endurance
Lv. 70 - 79: +4 Endurance
Lv. 80 - 89: +4 Endurance
Lv. 90 - 99: +4 Endurance
Lv. 100+: +5 Endurance

Dispel - Activate
Prerequisites: There is no prerequisite for this Trait.
Effect: All regenerative magic of the opponent fades at once.
Damage Roll: There is no damage roll made for this Trait.
Attack As Well: This Trait replaces your attack; you cannot make a regular attack and use this Trait at the same time.
Lv. 1 - 9: 5 AP
Lv. 10 - 19: 6 AP
Lv. 20 - 29: 7 AP
Lv. 30 - 39: 8 AP
Lv. 40 - 49: 9 AP
Lv. 50 - 59: 10 AP
Lv. 60 - 69: 11 AP
Lv. 70 - 79: 12 AP
Lv. 80 - 89: 13 AP
Lv. 90 - 99: 14 AP
Lv. 100+: 15 AP

(Theoretically, Dispel could also get rid of stuff like Horrific Moan and Sonic Waves.)



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However cold the wind and rain
I'll be there to ease your pain
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Remember beauty is found within




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Re: About Healing Traits! [6/6]

Postby Kodai » 06/14/2013 10:20 PM

Okay, so since the majority of people voted for the first option, and since Shieba posted some awesome ideas that nobody argued against, I'm going to implement things now~
The Traits are now Health Recovery, Augmented Health Recovery, Regeneration, Enhanced Regeneration, and Prevent Healing.

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