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Healing should damage undead enemies
I've played a few rpg where this is a mechanic and thought it would be nice if it were in Mabi as well.
Heal can deal 5x the heal amount on undead enemies.
Undead enemies would be:
Any Zombies
Any Skeletons
Skeleton Wolves and Hellhounds
Ghouls and Verona Ghouls
Wights
Ghost Armors and Hollow Knights
Any Ghosts, Prison Ghosts, Desert Ghosts, or Skeleton Ghosts
Liches
Banshees
Cloakers
Specters
Mummies
The Python enemies in the Tara Shadow Missions
and any other undead I might've missed.
(This wouldn't affect Yoff in the Connous Arena but maybe he could say "Ow. Stop it." in response to being healed.)
Heal could score critical hits and Party Heal could be an AoE damage ability towards undead. Heals would only be able to target undead and party heal would only affect nearby undead enemies. Heal would be completely unaffected by Mana Deflector but adds no knock back to enemies and very little stun (possibily 0.8 seconds) The Idea would be to heal and windmill/counter or spellwalk and heal to kite around undead enemies.
An example would be that a person who heals for 30 hp would deal 150 damage per charge and could crit for 375. A more devoted healer who can heal for 120 would deal 600 damage per charge and crit for 1500.
The main places I can think of that would become training spots for healers would be most Tara Shadow missions involving bone warriors, the mission Their Method, Rabbie Dungeon, and Peaca Dungeon.
Comments
also this is really bad idea for every single player that lives beyond america server range because only NA users are capable to literally spam heal
while most EU players cant use healing faster than ever lets say 2 second delay meybe even longer ( it does work for some ) but most ppl dont have the luxury to just spam all 5 healing charges in 1 second.
sides if healing would ignore mana deflector im sure all main mages in the game will start huge uproar about it.
But Wlia makes too good of a point about it being a nerf to Peaca and most dungeons.
Maybe it could only affect monsters specifically brought back by dark magic instead of all undead types? Or only in the shadow realm? Or maybe even undead enemies do less damage to you if you have high "holy" attack. I don't even know where to begin with programming something like that but I really like the idea of it.
I don't know what the average heal amount is for dedicated healers. I figured probably 120 since Dan 3 Heal is 51max, you could probably buff it up to 120 with high magic attack. Even with 120, times 5 it's 700 for a total of 3500 damage per cast of heal with the possibility that it crits with, close to dual gun, stun times (without the bonus stun-time for criticals). I don't really think it nerfs peaca considering someone with that much dedication into any skill set (chain impale, bash, magnum shot, firebolt etc) could deal 3500 damage not only those enemies but other non-undead enemies and have the safety of knockbacks and better stuns.
I thought 5 times the heal amount would be fair because, again, this is only useful in very niche situations and heal wouldn't be affected by elements or magic weapon mastery and it doesn't scale nearly as well as something like icebolt does with magic attack.
I know there exists situations where there are players who maxed every skill and have high damage, high magic attack, and the money for any reforge but I don't think most players will switch to their sub par 40 per charge heal just to deal a quick 1000 damage when they could just Smash/Bash instead.
So an attack spell for a fifth element, Holy?