Rebalancing Nature's Touch

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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edge2054
Retired Ninja
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Rebalancing Nature's Touch

#1 Post by edge2054 »

With 63 Willpower and 5/5 Nature's Touch I'm hitting 206 healing on this spell which is 40 points or so less then I'm getting from Greater Healing Potions (which also cost less energy to use and no equilebrium).

So my thoughts are that this spell needs a little extra oomph.

Here's a couple of thoughts.

At tl 3 it removes a single poison or disease from the target. At tl 5 it removes a single negative effect from the target.

Or...

Have it work somewhere between regen and heal. In other words, make it a five duration regen that heals more per turn then regen does.

Or...

Just buff how much it heals. It shouldn't ever be a full heal but between slotted belts and it's equilebrium cost there's no reason to use it accept for escorts (or if you're to poor to buy greater healing pots).

Shoob
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Re: Rebalancing Nature's Touch

#2 Post by Shoob »

but have you compared it with some of the other healing talents? :)

compare it with say re-assemble.
Oliphant am I, and I never lie.

Sirrocco
Sher'Tul
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Re: Rebalancing Nature's Touch

#3 Post by Sirrocco »

If someone's going to sink 5 talent points into something, I think it's reasonable to want it to remain pertinent into endgame. If reassemble is worse... then perhaps reassemble should be improved as well.

Also, I think that perhaps some skills might do better to be less than 5 wide. If you really want to say "this is a weak healing spell. Your skeletal heritage only goes so far" then that's fine, but you should let the cost fit the benefit.

Shoob
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Re: Rebalancing Nature's Touch

#4 Post by Shoob »

yeah, but re-assemble at lvl 5 also gives 1 resurrection... so my comparison is a little skewed, but still the amount healed from it seems far to weak for a 4th talent.
Oliphant am I, and I never lie.

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