Healing Flames: Not changed
Okie I want to ask a related question, also yay first post.
What about the fact that fire has 4 situational useless powers.
1 Temp protection... really useless... there isnt enough fire or cold for it to matter.
2 Fiery embrace... situational, unless you are fire/fire its usefullness is highly questionable.
3 Rotp..... a tank shouldnt need a self res and it doesnt even come close to being as good as granite or unstop
4 Burn... a power that deaggros mobs and makes them run and gets your team killed is questionable at best.
Also what about the contention that regen can take more damage over time than fire.
Boycott Ncsoft if they close down Coh.
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Okie I want to ask a related question, also yay first post.
What about the fact that fire has 4 situational useless powers.
1 Temp protection... really useless... there isnt enough fire or cold for it to matter.
2 Fiery embrace... situational, unless you are fire/fire its usefullness is highly questionable.
3 Rotp..... a tank shouldnt need a self res and it doesnt even come close to being as good as granite or unstop
4 Burn... a power that deaggros mobs and makes them run and gets your team killed is questionable at best.
Also what about the contention that regen can take more damage over time than fire.
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/signed
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Okie I want to ask a related question, also yay first post.
What about the fact that fire has 4 situational useless powers.
1 Temp protection... really useless... there isnt enough fire or cold for it to matter.
2 Fiery embrace... situational, unless you are fire/fire its usefullness is highly questionable.
3 Rotp..... a tank shouldnt need a self res and it doesnt even come close to being as good as granite or unstop
4 Burn... a power that deaggros mobs and makes them run and gets your team killed is questionable at best.
Also what about the contention that regen can take more damage over time than fire.
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Off topic.
So what are the values supposed to be?
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EDIT: I think I found a bug. Stay tuned for more info! The info below is INACCURATE.
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Thanks a ton for looking into this, Castle!
Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
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Okie I want to ask a related question, also yay first post.
What about the fact that fire has 4 situational useless powers.
1 Temp protection... really useless... there isnt enough fire or cold for it to matter.
2 Fiery embrace... situational, unless you are fire/fire its usefullness is highly questionable.
3 Rotp..... a tank shouldnt need a self res and it doesnt even come close to being as good as granite or unstop
4 Burn... a power that deaggros mobs and makes them run and gets your team killed is questionable at best.
Also what about the contention that regen can take more damage over time than fire.
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Off topic.
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ROFL
I would also add, if it is not changed, should it be? I believe F/* is suffering from lack of healing/augmented HP.
Regards,
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EDIT: I think I found a bug. Stay tuned for more info! The info below is INACCURATE.
After numerous PMs about this, I'll go ahead an post this publicly.
Healing Flames heal scale of 1.75 has not changed since I3. I didn't bother going back further than that -- a year is a good period of time.
The AT mod for Tankers self heal has not changed in that time period, either. It is still 1.5. Brutes Self Heal mod is the same -- 1.5.
A level 30 Tanker using an unenhanced Healing Flames gets 178.5 health. With 2 SO's, that would increase to 296.31. 178.5 is 17.5% of a Tankers health at that level. 296.31 is 29% of a Tankers health at that level.
Brutes percentages would be the same, though the numerical value of the heals would be lower due to brutes lower max health.
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Castle, is there are reason that HF has such a long animation time compared to the other self heals and heals for less?
Now this is off-topic but you might be the only one to answer, what does Fire get to compensate for the lack of KB protection? Every other melee set with this limitation has no gaps in their physical protection (DA gets all resists, Ninjitsu defense to all positions + psi resists). Fire doesn't.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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Castle, is there are reason that HF has such a long animation time compared to the other self heals and heals for less?
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This was actually addressed in another post about Healing Flames on the Tanker forums, it says Castle is asking the Animation department to fix this!
Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
Hooray. Thank you foor looking at tanks too.
Would you like a list pm'd to you about other issues with fire primary or ice secondary for when you get a chance?
Thanks for posting and being the most verbal of the dev's. some of us appreciate it.
YMMV---IMO
Ice Ember
I'm glad you're looking into it Castle.
Isn't Healing Flames supposed to be a base 25% Heal?
Pretty sure that is what I have always learned it as...
Thanks for eight fun years, Paragon.
(actually staying on topic)
Is there a way where we could get a comparison between say HF and reconstruction from regen? Or some of the other heal powers in the game, with end cost, recharge, and heal amount/percentage of hps taken into consideration? Personally I never felt like HF is broken, neither on my Fire/ tank or /fire brute. However if there is some gross in equality there it would be nice to have it fixed.
Thanks for looking at this Castle.
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Okie I want to ask a related question, also yay first post.
What about the fact that fire has 4 situational useless powers.
1 Temp protection... really useless... there isnt enough fire or cold for it to matter.
2 Fiery embrace... situational, unless you are fire/fire its usefullness is highly questionable.
3 Rotp..... a tank shouldnt need a self res and it doesnt even come close to being as good as granite or unstop
4 Burn... a power that deaggros mobs and makes them run and gets your team killed is questionable at best.
Also what about the contention that regen can take more damage over time than fire.
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Off topic.
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Thanks, Castle for looking at Healing Flames!! You're the best!
Finally, Fire is getting some love! Hopefully you'll find some time for the rest of the set!
<<Happy Dance>>
@ EvilGeko
I've been kicking around ideas for the lvl 32 power. Every melee defense set except (ice, fire, and dark) has some godmode power that lasts for 3 minutes. Why doesn't the rez in fire and dark grant similar status?
You've already been defeated to use this (no need for the statues drop at the end) have it grant an unenhanceable unstoppable level resists, end regen, +100% health regen and last for 90-120 sec.
I agree with making temp protection a status resist toggle, drop the resists. It should have fear resist too, someone on fire fears very little.
I'm not sold on this but what about making burn into "Blinding Flames" and have it either grant a +def or -acc (foe) because they have a hard time seeing you.
erhm, can someone explain just what the h e double toothpicks is happening in layman's terms? Im not going to be nerfed again am I?
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Okie I want to ask a related question, also yay first post.
What about the fact that fire has 4 situational useless powers.
1 Temp protection... really useless... there isnt enough fire or cold for it to matter.
2 Fiery embrace... situational, unless you are fire/fire its usefullness is highly questionable.
3 Rotp..... a tank shouldnt need a self res and it doesnt even come close to being as good as granite or unstop
4 Burn... a power that deaggros mobs and makes them run and gets your team killed is questionable at best.
Also what about the contention that regen can take more damage over time than fire.
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Off topic.
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FROM DOWNTOWN
BOOMSHAKALAKA
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erhm, can someone explain just what the h e double toothpicks is happening in layman's terms? Im not going to be nerfed again am I?
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whats so hard to understand?
or was this a joke?
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EDIT: I think I found a bug. Stay tuned for more info! The info below is INACCURATE.
After numerous PMs about this, I'll go ahead an post this publicly.
Healing Flames heal scale of 1.75 has not changed since I3. I didn't bother going back further than that -- a year is a good period of time.
The AT mod for Tankers self heal has not changed in that time period, either. It is still 1.5. Brutes Self Heal mod is the same -- 1.5.
A level 30 Tanker using an unenhanced Healing Flames gets 178.5 health. With 2 SO's, that would increase to 296.31. 178.5 is 17.5% of a Tankers health at that level. 296.31 is 29% of a Tankers health at that level.
Brutes percentages would be the same, though the numerical value of the heals would be lower due to brutes lower max health.
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Castle, is there are reason that HF has such a long animation time compared to the other self heals and heals for less?
Now this is off-topic but you might be the only one to answer, what does Fire get to compensate for the lack of KB protection? Every other melee set with this limitation has no gaps in their physical protection (DA gets all resists, Ninjitsu defense to all positions + psi resists). Fire doesn't.
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Why, DAMAGE, of course.
Oh, wait. Burn is a shadow of a shadow of its former glory.
What does FieryArmor get to compensate for no KB/KD and no HP boost?
@Crockpot1:
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erhm, can someone explain just what the h e double toothpicks is happening in layman's terms? Im not going to be nerfed again am I?
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_Castle_'s looking at Healing Flames, and trying to figure out why players described a sudden drop in their effectiveness. It looks like the actual power didn't change, according to his post, so he's looking at something that may have been a bug or a bugfix.
So, in short, Healing Flames may be getting buffed. I'm doubtful, but it could happen.
Doesn't why Healing Flames has a lower scalar than Reconstruction, though.
@Q_Arkhan:
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What does FieryArmor get to compensate for no KB/KD and no HP boost?
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The benefit of being the only resistance-based Tanker set pre-32.
Another complaint: Why does consume drain so much less endrurance than it's Energy and Ice counterparts? You gain enough back, but it takes very little from the enemys.
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Another complaint: Why does consume drain so much less endrurance than it's Energy and Ice counterparts? You gain enough back, but it takes very little from the enemys.
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Don't they recharge faster?
Or...it may receive a nerf- he was rather nonspecific.
But, I'm thinking the buff.
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The benefit of being the only resistance-based Tanker set pre-32.
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Not sure if you're being serious. But you are aware that Invul gets defense and resistance pre-32? Invul is much better on Sm, Le damage, a lot worse on Fire, almost the same on Cold resists and worse on Eng, Neg.
But Invul also has defense.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
EDIT: I think I found a bug. Stay tuned for more info! The info below is INACCURATE.
After numerous PMs about this, I'll go ahead an post this publicly.
Healing Flames heal scale of 1.75 has not changed since I3. I didn't bother going back further than that -- a year is a good period of time.
The AT mod for Tankers self heal has not changed in that time period, either. It is still 1.5. Brutes Self Heal mod is the same -- 1.5.
A level 30 Tanker using an unenhanced Healing Flames gets 178.5 health. With 2 SO's, that would increase to 296.31. 178.5 is 17.5% of a Tankers health at that level. 296.31 is 29% of a Tankers health at that level.
Brutes percentages would be the same, though the numerical value of the heals would be lower due to brutes lower max health.