Hey all. This is just a quick poll about what the community wants regarding the use of healing items during PvP. While you may discuss it/state your opinions or personal preference, please do not devolve into an argument.
Yes, I forgot to mention the why for this vote: So, it used to be a setting through the server mod that healing items were next to useless during combat(Was mostly just used to regen after the fight was over, PvE or PvP regardless) and pvp damage was also upped. Fights were more brutal, ended faster, and relied more on skill than on anything else. Personally, I feel that a lack of healing items during PvP would still promote the same - that combat would rely more on skill - and also feel more immersive. This has been on my mind for a couple of months, and only after people have recently started coming to me thinking that this was already a rule did I decide to actually push it through my admin team.
And here we are, as we've decided to let the ultimate vote on this rule rely on the community rather than on just an admin decision.
On a big battlefield you will never know if someone heald or not -> This will bring extra pressure for this.
Yeah it seems not realistic ( but there will be a patch soon enough where you have to stand still for healing )
If Funcom will still do it of course
Healing during combat is not realistic, and puts an assaulter at an clear advantage. When they intent to assault someone. Whereas the unprepared defender won't stand a chance at all.
So, for balancing sake. I'm against healing during PvP.
Combat mostly relies on luck and rubberbanding nowadays, more than skill. It's not really something we can do much about, since it comes from the server's coding (and its sad lack of hyperthreading, among other things ).
Overall I don't mind either, though. We'd just have to be aware of the limitations of both.
=> Removing healing items risks pushing everyone through the same sort of cookie-cutter PvP build, making several perks (like Vitality 40 & 50) completely useless. It's not really a huge deal, but it would be a consequence. It also risks putting all the weight on who lags in the most profitable manner.
=> Keeping healing items could lead to stupidly long PvP fights where someone grabs 10 stacks of aloe soups and regens 24/7 all the time. Now this is alleviated by the bleed/poison DotS that make healing impossible, but it could encourage running while the debuff runs out, healing to full and going back at it. Could be a little dumb.
In the first case, fights would very unlikely to be based on skill, and could very easily feel exceedingly unfair. You see someone rubberband towards you and 3 seconds later you're PD'd. =/
In the second case, fights could end up turning into a "who carried more soup" contests, making reaper poison pretty much mandatory. Could also turn out to be rather frustrating, especially if encounters last for >10 minutes.
Pros and cons on both, honestly I think both options have equally annoying cons and interesting pros, so... pretty neutral on that one.
You have no clue how hard it will be, like to know if someone healed or not.
With the right spec you just outrun everyone and heal up befor anyone would notice anything.
My option would be to wait for that patch if they change it ( You will do an animation where your char stands still and such )
For example, in a long fight, someone needs to eat -> Healing.
Drama will set on, so let it be like it is to avoid such things.
Alright guys, we're doing our best to get the mod up and running. Waiting on the Devkit, which is projected to release today. If so, we're going to try our hardest to have the server with TERPO up and running by tomorrow.
Dalirah, you are not leaving of your own accord. Despite several warnings, you continued to break rules, along with sexually harassing several members of our community. You are, and will never be welcome here again.