Author Topic: Healing rate  (Read 13340 times)

mAdman

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Healing rate
« on: September 14, 2014, 11:39:45 PM »

The natural healing rate in this game is extremely high, and as it has saved me many times I can't complain too much, but when I'm bleeding or lightly poisoned and it has literally no effect because my natural healing rate counters it, I believe it makes these effects almost negligible except when they are hugely stacked.

I was thinking a lower rate of healing (or slower rate of natural healing) might be a quick fix, but had another thought recently that I thought might "fix" the strength of natural healing.

When someone is bleeding, poisoned or under any effect that deals damage over time, the natural healing rate could be removed completely. Now this might make bleeding effects much worse in general, but they probably should be highly detrimental in effect considering.

If this were done, the damage rates of poison and bleed would likely have to be re-assessed and lessened in general, but to me it seems weird that in combat after being shot several times, one is still able to regenerate mysteriously well, even though we are supposed to be humans ;)

Just another thought anyway.
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wojciech

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Re: Healing rate
« Reply #1 on: September 14, 2014, 11:41:41 PM »

Well I maxed my healing rate by taking max EN and a lot of ST. Snipers got a lot of buffs, so it would only help them. -1.
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mAdman

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Re: Healing rate
« Reply #2 on: September 14, 2014, 11:48:05 PM »

And that's fine and you should be rewarded for doing so (though you already have a lot more health than anyone who doesn't).

But, with a strength of 4 and endurance of 5, I am able to regenerate in combat exceedingly well, in some occasions reviving from negative numbers to survive what would have been a sure death.

For you, with such high endurance and strength I could see that happening, but when it happens to me I feel like i've cheated someone out of a kill etc.

Maybe my original thought of slowing the rate of natural heal (to maybe restoring health every twenty to thirty seconds) so that behemoths like yourself still get a bonus in combat, but not so much that it turns you into Wolverine lol.
« Last Edit: September 14, 2014, 11:50:08 PM by mAdman »
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Myakot

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Re: Healing rate
« Reply #3 on: September 14, 2014, 11:50:52 PM »

I don't even understand what you're talking about, HR isn't that much of a deal.
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wojciech

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Re: Healing rate
« Reply #4 on: September 14, 2014, 11:53:43 PM »

And that's fine and you should be rewarded for doing so (though you already have a lot more health than anyone who doesn't).

But, with a strength of 4 and endurance of 5, I am able to regenerate in combat exceedingly well, in some occasions reviving from negative numbers to survive what would have been a sure death.

For you, with such high endurance and strength I could see that happening, but when it happens to be I feel like i've cheated someone out of a kill etc.

Maybe my original thought of slowing the rate of natural heal (to maybe restoring health every twenty to thirty seconds) so that behemoths like yourself still get a bonus in combat, but not so much that it turns you into Wolverine lol.

Sniper can put bleeding, ko, blind, shoot,cripple from very long range so I dont think that nerfing healing rate is good. Healing is also related with Agility and You must know that now armor class feature is off.(next advantage for snipers).
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mAdman

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Re: Healing rate
« Reply #5 on: September 15, 2014, 12:46:26 AM »

You do make some good points, though i personally still think it is too high, I am a sniper and this doesn't stem from me thinking bleeding is weak when i shoot someone but from bleeding's effect on me from others.
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paragon

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Re: Healing rate
« Reply #6 on: September 15, 2014, 02:49:09 AM »

In whole I don't really feel bleeding at all.
Before update for doctor AP cost i just spammed doc skill until bleed is over just for sake of fun.
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GroeneAppel

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Re: Healing rate
« Reply #7 on: September 15, 2014, 04:22:44 AM »

No I can't agree with this change.
My own character suffers whenever he starts bleeding or gets poisoned. I actually consider poison in this Fonline server an actual threat. I ussualy end up having to FA myself a few times whenever I catch some nasty poison.

In addition, even if your healing rate is high enough, you would still lose all those chances of surviving in a firefight due to the healing rate being cancelled out by bleeding/poison.
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Niamak

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Re: Healing rate
« Reply #8 on: September 15, 2014, 05:12:55 AM »

Poison debuff : -20 bleed resist -20 crit resist -30 healing rate. It's already OP. More poison damage just mean longer debuff.

When I solo mission, snipers are the most annoying NPC with their bleeding chance because bleeding counter my healing rate. As a HtH character, my healing rate is everything.
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mAdman

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Re: Healing rate
« Reply #9 on: September 15, 2014, 05:25:49 AM »

Ok, all fair points really.

It's only my opinion that it is too fast or too high, but either way, if the majority are happy with it, who am i to try to ruin it?

So i guess don't fix something that isn't broken.
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faopcurious

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Re: Healing rate
« Reply #10 on: September 15, 2014, 01:42:47 PM »

plus you can increase healing rate with food...
up to 25.
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S.T.A.L.K.E.R

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Re: Healing rate
« Reply #11 on: September 15, 2014, 01:46:57 PM »

-1
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