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Informal Poll - First Aid Pack

Do you prefer FAPs to have a Heal over time component?


  • Total voters
    20

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

I wanted to reach out here for feedback regarding players interest in healing tools that do or not have a heal over time component, if it's preferred or not, etc.

If you want to vote in the poll, please do. If you want to provide more detailed feedback in this thread, we're have to have it.

Thanks everyone!

Cheers,
Kris
 

tBANNA

Active Member
Heal over time is for hunting while direct heal is for pvp mostly

Heal over time has to cover a basic hit dmg for a hunter in a decent range to not be a struggle somewhere between 15-25% of the hunter HP, in my case i can hunt eomon stalker in stolen imperium, and i die only from crits while i m hiring a healer that use a mod2600 and i can hunt pretty relaxed. What exceeds the 25% of the HP's hunter needs a special heal, and can be done with a direct heal, but only by someone else, not the hunter itself.

Direct heal is for pvp mostly cause u need a fast way to fill the HP bar in order to continue fighting, heal over time can help but a secondary heal not primary.

i chose a heal over time for my game-play always, cause those heals can be cumulative overlapping them self to the maximum that tool can give. One more reason why restoration chips are the best the game can give so far allowing a player to switch from healing tool to weapon in a second, and be able to hunt.

Also if other players have noticed the aggressiveness of the creatures while healing and not shooting ( usually from direct heal cause this way u are not able to shoot until cool down ) is part of the AI of the creature and chances to get a critical hit increases after a prolonged interaction to the mob. In few words u cannot hunt a mob for minutes and expect to have a good DPP. The longer u hunt the more shrap u get. 5-15 avg shoots is the number i m always after.

cheers
 

Thanatos

Fate Thanatos Themis
while we are talking about fap that has 24x20 heal, imo it isnt important much if heal is direct or over time. too small numbers to matter. all that does, is eco, and costs returning to loot.

things will change if we get on fap chain a serious numbers in far far future. then i think that tbanna got it right, so again, all depends on what u use fap for, both options have a sense, but, since we got Neff's stim pack, that is a direct heal fap, maybe let's keep this one as a heal over time tool.

cheers.
 

Vulkana

Cyrene Crusader
Heal over time makes sense if it's substantially more eco than direct heal. We already have resto (L/UL) for this.

I'd prefer direct heal, but to make sense (i.e. attractive vs other FAPs on the market), either it has to have
1) low/medium heal but high eco (>20 hp/pec),
or
2) average eco but high direct heal AND/OR high heal/sec.

I'd say that a Refurbished VII (upgrade from the VI we have so far) should be on pair with adj hedoc-50 at the very least. It will be most useful for low/medium level players. For high level players we have Neff's stim pack.
 

tBANNA

Active Member
Heal over time makes sense if it's substantially more eco than direct heal. We already have resto (L/UL) for this.

I'd prefer direct heal, but to make sense (i.e. attractive vs other FAPs on the market), either it has to have
1) low/medium heal but high eco (>20 hp/pec),
or
2) average eco but high direct heal AND/OR high heal/sec.

I'd say that a Refurbished VII (upgrade from the VI we have so far) should be on pair with adj hedoc-50 at the very least. It will be most useful for low/medium level players. For high level players we have Neff's stim pack.


umm i want to remind u something here:

A big heal is always overhealing in a direct heal process, i use a direct heal and i pay for it, so unless is an eco similar to imp/mod fap, is always a loss each time u overheal yourself doesnt matter how less u pay compared to best tools, and i dont believe MA will alow a mod fap here on Cyrene, like ever.

A big heal means always more than your HP can handle, everything extra costs money, that is why when u do pvp this detail is not important.

for the options u mentioned, i dont see a much difference from what already exist in game, tho i would chose another option that is not yet in game

small heal and high reload, to reduce the cool down buff, and yet allowing u to not overheal u much cause the heal/use is based on that eco u said about. A high heal/ second is giving u this high price/ use, when a small heal/use has a diminished price , both in the same range of eco/heal.

i.e.
30-60 uses/min - 3-55 heal - 4-30 hp/pec

rank1 - 30/min, max heal 3, 4hp/pec
rank2 - 35, 4, 5
rank3 - 40, 5, 6
rank4 - 42, 6, 7
rank5 - 44, 8, 10
rank6 - 46, 10, 18
rank7 - 48, 15, 21
rank8 - 50, 25, 24
rank9 - 55, 40, 27 = 37 heal/sec ( mod 2350 = 41 heal/sec )
rank10 - 60, 55, 30 = 55 heal/sec ( mod 2600 = 48 heal/sec )

ranks can go on ..

just sayin'
 
Last edited:

Vulkana

Cyrene Crusader
I do like tBANNA's idea of a really fast FAp with small heal, BUT I disagree that big heal faps are overhealing so to speak. I prefer to armour up and only heal when being critted. Typically 80-120 dmg crit. Then I prefer resto + one big heal over many small, just in case I get critted twice. At least on Cyrene, where mobs hit twice as often compared to mobs on other planets..
 
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