For a start I have to say that in PKill non-mages currently are at a distinct disadvantage to mages, I see fewer and fewer pkillers now who arent mages (or at the very least spam mages for roots). Healing for non mages is a huge pain, sleeping in your clanhall for 15 minutes is definately not much fun :P - heal/meditate for mages is obviously considerably faster.
Therefore it would be great if the accelerated regeneration was for non-mages ONLY. The best way I can see to do this is simply if you have chant, you dont get accelerated healing (obviously the imms would be able to remove chant from those who have it but dont actually use it before this was implimented). I say base it on chant because I dont think that spam mages should get the accelerated healing either - lets see more pure fighters in pkill, this is a great way to give them a boost, and a reason for people to make them (as someone said in a post above, variety in PK types is something we should be aiming for).
PS: Its nice that I get a chance to comment on a change _before_ it goes in, some of us have been round here a while and I think our ideas could be useful - be nice to see more of it.
How about making 3 levels of skills, that cost maybe 2 practices a level, and that are con based, to determine HP regen rate? Pure fighters will definately be able to spare the practices. Mages will have a much harder time, and with root available, why bother. Maybe make it hometown restricted to not agrabah as well.
Just my 2 cents
All us mages would do is simply to poison the fighter--some of us can even do that non-agg, while invis--and voila! If we blind the fighters, they can't even rent the poison effect out.
If anything, fighters should be granted a method that is tick-independent, much like first aid.
However, that'd basically promote non-diversity; you'd have 'different' chars that amount to the same thing.
So what do we do with the fighters? Even taking away heal from mages would probably result in a flurry of spam augmenters, narrowing down char diversity even further.
One possible way that could be interesting would be to grant a 'silence' skill--it will pit the fighter's con/str/dex vs. the mage's, and upon success, will take out chant for a tick.
This way, a fighter will have a reasonable chance to totally catch the mage off-guard, forcing the mage to abandon their usual slew of tactics. Also, the blind spell should be tumble-able (would say dodgable but dodge now has perc req). A cause mage can stay invis and follow the target around til he/she crashes into something big, then inspire/bind and take their time.
Vanish being as powerful as it is, there should be a random lunge skill that attempts to bash a certain person that is invis, provided you get the name right. Upon failure, you will be disoriented, upon success, you will send the invis-person sprawling and, of course, make him vis.
Another thing is, stealing is an aggressive pk action--you are not allowed to do so in safe rooms--yet you can safely steal/fail while invis. That should be changed so that it'll bring you vis if you attempt a steal.
Anyway, enough spam for now.
It sounds like most of you are thinking on the same general lines that we are: mage's healing ability is too great, increasing regen rate would help magesj ust as much as fighters, etc.
We're still a little way from having a good solution, but we're thinking about ways to help fighters regen.
We try to avoid making fighters and mages strongly seperated because we really do want to avoid classes within the mud. (Not that moving them further apart would cause this necessarily, but it's certainly something to think about when you're designing changes.)
As for the solution for healing, we don't have one yet. Any ideas which you can contribute are appreciated. (We've got a few ideas, but that's all they are at this point, we haven't even tested any of them).
Yes, mages are overpowered, but I don't think that removing the ability to heal is the answer.
Just my 2 cents, Yvonne.
Magius - Old Timer
Besides, it seems to me that most of the arguments here are based on pkill problems. I really fail to see why pkill should dictate changes affecting even unclanned, taking away a lot of fun in playing the game from them.
As for mages, they have been severily weakened already as it is. Since you seem mostly to discuss pkill, maybe you haven't even noticed that, but from an unclanned's poin of view much of the fun in playing mages is already gone, by a number of spells rendered more or less useless. It has come to the point really, where I ofted don't even find it fun anymore to play my mages, especially the create ones.
I think that the idea of letting non mages regenerate faster is much better than the one about taking even more away from mages, especially if it's only to accomodate pkill complaints :( And why is it so outrageous for mages to have healing ability btw, magic healing makes perfect sense, at least as much as any other type of magic
another 2 cents