Current thread: Mythic forums > General > life skill
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Author | Message |
WarWorld 3/22/2012 6:03:02 PM | My suggestion is that life skill costs too much now. I would undo the tweek you put to it. (of course losing my top 3 healers in past 5 days may have something to do with it. ) |
Dragon Masters 3/22/2012 11:17:33 PM | I would agree with that. seems like 3/4ths of the clerics I can make tend to need a level or 2 before they can get life magic. Well, maybe not undo the tweek, but have it a little less tweeked. |
Legion 3/23/2012 2:48:29 PM | It is actually moving the other way, there will be an update later today about this. Clerics will get a little less common and their life magic a bit more expensive.
Long-term, my plan is to move away from a heavy dependence on life magic for clan survival. Ideally, life magic would be a useful boost on adventures, the same way a fireball or an enchantment provides a useful boost, but no more so. Its almost at this point already, but the major reason we all need so much healing is daychanges, which can be dealt with separately.
To accomplish this, day changes will continue to become cheaper so that each adventure's treasure can "buy" more hp worth of daychange heals.
This does, however, have a collateral effect of allowing for more recruitment per adventure (since less adventures required per daychange will still generate the same number of recruits). This is acceptable since the hire value will be less if you maintain a constant hire rate. In short, the same number of adventures will still generate the same treasure, so even if it takes more daychanges to shift that money to the clan (thus allowing for more free healing) the total spent on the recruits will be constant. Thus you can hire more recruits of lesser quality, or hire more "free" guys while saving up for a more expensive recruit periodically.
An extra little boost is in the works too which may really alter the long-term healing outlook for everyone. More on that later. |