Young Star
Grandmaster
One of the first things that caught my attention when I started on this server was how long the bandage times where. I thought to myself "I don't remember it being this bad" I chalked it up to faulty memory and low dex at the time. After being here for a while I found out that the times were nerfed in May, not long before I joined. I understand it was done more for PvP balancing issues but I think it may have been pushed a little far. After 6 months of it being implemented I am hoping the staff would be willing to re-visit it and be open to a little more polishing. I am not asking for it to be completely rolled back.
Currently it is:
As of 2011 Max heal duration on OSI was lowered to 8 seconds. I can't find what it was changed from but I believe it was still much lower then what we have here. I would be OK with the timer being as is when not ever being interrupted but when in the middle of a fight there are multiple finger slips and the times get to be over 10-12s. I think adding a minimum damage qualifier of some level wouldn't unbalance PvP and greatly help during PvM. There a lot of casting mobs that spam small spells and it maxes out the timer pretty quick as well as the fail chance. This is also something that mages easily take advantage of in PvP.
Currently it is:
"The bandage timer has been changed to the following formula: seconds = 14.5 - (((dex/10)*0.5))."
At 100 Dex that is still a 9.5 second heal. I am not sure what it changed from but I think the base time could afford to be tweaked down to 11-12.5s. As of 2011 Max heal duration on OSI was lowered to 8 seconds. I can't find what it was changed from but I believe it was still much lower then what we have here. I would be OK with the timer being as is when not ever being interrupted but when in the middle of a fight there are multiple finger slips and the times get to be over 10-12s. I think adding a minimum damage qualifier of some level wouldn't unbalance PvP and greatly help during PvM. There a lot of casting mobs that spam small spells and it maxes out the timer pretty quick as well as the fail chance. This is also something that mages easily take advantage of in PvP.
"Interruption will occur if the healer is hit for more than 26 damage by a monster or more than 19 damage by another player. The amount of damage healed will be reduced by 35% per interruption."
This could be tweaked a little lower if needed, I would take whatever value you come up with if it can be implemented here.