RavenSworn wrote: »I'm going to say this, while your idea is nice, it actually defeats the purpose to have a self inflicted health costing ability to heal... yourself.
mind if I put out my own idea?
It's to cast Maleafic Offering on target and heals for a percentage of target's health and deal 50% of healing as damage back to the caster. The healing will be over time, as well as the damage dealt to caster. However, restrict this healing to only 1 target and increase the amount healed.
Healthy Offering will then be: gains Minor Mending, and can be casted on multiple targets. at the end of the duration, all targets affected will be healed for 30% of the total healing duration. so for eg, P1 cast *** on P2 and P3 for 20k healing each over 10s, taking 10k damage per sec for each target affected. That's 2k damage on self, 4k healing on target per sec. end of duration, each target heals for 3k. you can kill yourself with this morph.
Shrewd Offering will then be: Maleafic offering will now cost 15% of your health each time you cast. you can only have one active target but the target affected will now have a group HoT on themselves, affecting all friendly targets in 5m. You cannot cast this ability if you don't have enough health.
This way, you have two distinct choices that not only affects your healing output, but also the game style. Are you willing to have multiple cast of offerings but in the process risking your own health pool? or are you playing it safe with an upfront cost, group heals but with lesser healing output.
Avran_Sylt wrote: »RavenSworn wrote: »I'm going to say this, while your idea is nice, it actually defeats the purpose to have a self inflicted health costing ability to heal... yourself.
mind if I put out my own idea?
It's to cast Maleafic Offering on target and heals for a percentage of target's health and deal 50% of healing as damage back to the caster. The healing will be over time, as well as the damage dealt to caster. However, restrict this healing to only 1 target and increase the amount healed.
Healthy Offering will then be: gains Minor Mending, and can be casted on multiple targets. at the end of the duration, all targets affected will be healed for 30% of the total healing duration. so for eg, P1 cast *** on P2 and P3 for 20k healing each over 10s, taking 10k damage per sec for each target affected. That's 2k damage on self, 4k healing on target per sec. end of duration, each target heals for 3k. you can kill yourself with this morph.
Shrewd Offering will then be: Maleafic offering will now cost 15% of your health each time you cast. you can only have one active target but the target affected will now have a group HoT on themselves, affecting all friendly targets in 5m. You cannot cast this ability if you don't have enough health.
This way, you have two distinct choices that not only affects your healing output, but also the game style. Are you willing to have multiple cast of offerings but in the process risking your own health pool? or are you playing it safe with an upfront cost, group heals but with lesser healing output.
That certainly is interesting. And I have no problem with other peoples ideas!
And damn, that is a huge risk/reward skill (healthy offering) as it requires you to be absolutely clear on who you target with the skill. My gripe (for healthy offering) is that the % hp heal on target would be a bit dangerous and not totally under the casters control, what if the 'stellar' target selection in this game has you accidentally placing it on your tank? I do find the idea cool though.