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Oh, hmm, I didn't realize that since I was just using stratagems. Yeah, bug it.Constructively, what other other balancing measures for bedevil? I personally really like the idea of giving your affs to the target, but if it cures you of those affs, it makes you basically invincible 1v1.Either you can give bedevil a power cost, a cooldown timer, or change how it works. I'm in favor of nerfing the curing, but keeping it offensively strong, but I'm biased.Thoughts?
Maybe we can just double all the aurawarp values and all the steam curing values as well. That keeps it at around the same relative curing/afflicting speeds, but halves the time it needs to progress through each level (and return between each level).
You take a drink of lucidity slush from a wooden vial.
You aren't such a complete idiot anymore.
You have cured stupidity.
You are afflicted with temporaryinsanity.
You no longer have any temporary insanity.
You have cured temporaryinsanity.
10800h, 7300m, 8800e, 10p sSilrx<>-|208.761| |AuraWarpMassive| |Stupidity|TemporaryInsanitySlight|
You have recovered equilibrium.
10800h, 7300m, 8800e, 10p esSilrx<>-|209.467| |AuraWarpMassive|
Shedrin takes a drink from a bloodstone vial.
10800h, 7300m, 8800e, 10p esSilrx<>-|209.538| |AuraWarpMassive|
You may take another puff of soothing steam.
10800h, 7300m, 8800e, 10p esSilrx<>-|209.714| |AuraWarpMassive| -> smoke soothingsteam
You take a long drag off a painted bone pipe.
The aura stabilizes somewhat, but it still remains massively warped.
10800h, 7300m, 8800e, 10p esSilrx<>-|209.803| |AuraWarpMassive|
You may drink more lucidity slush potion.
10800h, 7300m, 8800e, 10p esSilrx<>-|210.526| |AuraWarpMassive|
My concern currently is that the timeline build to lethal levels (twisted) currently matches the timeline where a warrior can build me to lethal wounds except there is no parry mechanic for this skill and a warriors wounds do not slow all balances (with the exception of damaged organs). That said I do understand that warriors stack better offensively in groups.
@Veyils, just as a side note, cauterize isn't the only 'insta you can attempt, furthering towards your kill if it fails. The others am aware still have the same power cost if they only further the kill. But cauterize is supposed to cure of off most afflictions as I understand it, so... that's actually a decent drawback, as a botched cauterize could very well set your enemy free and reset your allies kill setups ( albeit giving the foe aurawarp ).Aside of that, in groups, I have not seen many cauterize kills so far unless there's a group of healers and then almost any kill becomes viable. I think bedevil may or may not need another poke, as just hauling your own afflictions at the enemy is very powerful.Not saying it'll not require tweaking, I think the following months will show that. Anesthesize seems to be a little nuts still ( I don't really use it yet ) and I think it's something that may need to be reconsidered, but overall I like the skillset. flay and co make decent support and I think that's mostly what you'll find a healer doing, unless they are a class that can create affliction spam that makes flay really dangerous.long story short: stay tuned, the ideas are interesting and healing is actually interesting. As saz said, I'm kind of curious how actually healing others will pan out, though I have a certain feeling we'll not really see it too much.
I haven't fought against it myself personally, but one thing I think we might want to consider which could help is to double the aurawarp damage each ability does, and also double the amount of aurawarp cured per steam smoke. This has the benefit of allowing the target to get out of slow-curing hell faster - less smokes to go from, say, massively, down to slightly. It makes the healer's mistakes more punishable - if they fail to keep the pressure on for a short while, their progress gets cancelled faster. It makes them more susceptible to hinders for that same reason.It does have the drawback, though, of pushing the mechanic to a more bursty direction, and also limiting the window of time before a target needs to be careful of aurawarp. At the earlier levels of aurawarp, it can be ignored in favour of more offensive actions, and shortening that window means opponents of healers will be pushed onto the backfoot and be forced to go defensive earlier. But it does mean that even if they get hit by a burst of aurawarp, if they can disrupt the healer for a short period, they can get out of danger faster.Speeding things up also seem like a good idea based off Shedrin's logs - the fights seem to take overly long to me - but reading a log is very different from the actual fighting. Maybe Wobou and Shedrin can comment more on that.
Now that healing has been out awhile, what are the overall, general impressions?