Petition for change to Bind Wounds

luciferblack

Dalayan Elder
I realize that bind wounds was used in inappropriate ways before. My intention is not to have it reverted to how it used to be, but to instead change it from it's current state into something more useful.

Many times I've logged in there is not a healer available for groups, so you make do with what you have.

My suggestion is to allow bind wounds to be used in combat...this should carry the same exp penalty as a heal if it's used by people outside of the group. Also, for aggro purposes, it should be made to generate a comparable amount of hate to a heal spell.

This would allow melee characters to "save the day" in combat at times. As it is now, if someone is pulling you can't even use bind wounds on yourself or party members, and that seems kind of silly. Same with when something is mezzed...or rooted. You can make it so that if someone has attack on, it doesn't work. I'm fine with that.

I don't think bind wounds should carry the same restrictions as meditate though.

The intention of changing bind wounds initially was to stop people from abusing it to PL others. If it carries the same restrictions as heal spells, I imagine this would deter people from using it to PL as well.

So what do you think?
 
Not just PL'ing. Consider the strategy of sending in a tank to a difficult mob, and having all the melee's in the group BW him for the first 10 seconds of combat or so (however long it takes to bind once). In the end, you've used no healer mana, the tank is at full HP, and has had time to get aggro on the mob.

I personally saw this happen (and subsequently used this strategy myself) in adept raids vs. the 20-25 adepts.

It's really kind of silly from a practical point of view - I mean, the tank is in the middle of fighting a mob, you can't actually bind his wounds!

I guess my point is, there's more issues at stake here than PL'ing issues.
 
Allielyn said:
It's really kind of silly from a practical point of view - I mean, the tank is in the middle of fighting a mob, you can't actually bind his wounds!

Could it possibly be changed so that people could bind wound themselves (and only themselves) while in combat as long as they are not actively engaged on the mob / top of the hatelist? Example, melees backing up and still technically in combat, but able to throw on some quick bandages before engaging again. Out of combat, people once again could bindwound others.
 
Read where I said:

"You can make it so that if someone has attack on, it doesn't work."

That way it stops that silliness of cheesing the first several seconds of an encounter with adepts etc. but still allows for the skill to be as useful as it once was.

I'm sure there are plenty of combat medics who have bandaged people in the fieled while under fire. :)

Junius brings up a good point as well...

"while in combat as long as they are not actively engaged on the mob / top of the hatelist"

It really makes sense and is a good fix to the one-size-fits-all fix currently in place. Bind wounds is a great skill here and doesn't suffer from the mediocrity it had on Live, but it took a huge step backwards due to exploits with it.
 
Bind Wounds is meant as a downtime heal, not a combat heal. It will never be allowed in combat again.
 
Wiz said:
Bind Wounds is meant as a downtime heal, not a combat heal. It will never be allowed in combat again.

How about for those who have no aggro from a mob? For example on pulls when the mob isn't even at the group yet.

I understand what you don't want it to be, but treating it in the same fashion as meditate just doesn't seem right.
 
luciferblack said:
How about for those who have no aggro from a mob? For example on pulls when the mob isn't even at the group yet.

I understand what you don't want it to be, but treating it in the same fashion as meditate just doesn't seem right.

It will use the same definition of combat as meditate, because it is a DOWNTIME heal, like meditate is DOWNTIME mana regeneration.
 
Wiz said:
It will use the same definition of combat as meditate, because it is a DOWNTIME heal, like meditate is DOWNTIME mana regeneration.
Yea,
once in lasanth, was a ranger, rogue, 2 mages, 2 wizs group, and we managed quite well to do awesome dps and xp.
we burned the mob and quickly binded the wounds on ranger, who was MT..
 
Wiz said:
Bind Wounds is meant as a downtime heal, not a combat heal. It will never be allowed in combat again.

This is a bad choice imo.

While someone who is actively engaged shouldn't be bandagable... Anyone who's not getting beat on by a mob shouldn't have any problem bandaging themselves. And thats we are talking about here. Someone else in my group runs off and gets agro in the middle of my bandaging.

Maybe the solution is having the check for -in combat- when the ability is first used instead of the end. That way everyone who starts a bandage can still finish and get some benifit before they have to engage.

That being said the whole idea of -in combat- being used as a game mechanic is a bad idea imo.
 
The only time it bothers me when not being able to bind wound in combat is when 2nd mob is mezzed. For example, you get 3 mobs, np, you've got CC in the group. CC mezzes 2 of the mobs, warrior tanks one down, then tanks the second down. At this point the Cleric is low on mana, and Warrior is at 40% health. Bard, chanter, whatever, still has 3rd one mezzed. Cleric is medding, but not medding very fast due to still being in combat. Now here is a time there should be no reason the Warrior could not bind wounds. If he could, he'd be back at 70%, the cleric would have gained a little bit of mana and the third one would go down, ezpz.

Just makes sense that if the mob is mezzed, the Warrior should be able to concentrate on binding his wounds at that point.

Oh well, I've learned to live the way it is, so I'll survive...just makes more sense that he/she could bind wound during mezz while not having attack on.
 
Mjay said:
That being said the whole idea of -in combat- being used as a game mechanic is a bad idea imo.

Have any reasoning behind this... or? The in/out of combat is meant to cut downtime in between fights without overpowering mana regen during encounters. I don't see how this is a bad thing at all. Bind wound is the HP equivalent of out of combat mana regen. It is meant to cut downtime, not meant to heal during fights, as Wiz has already said a couple times in this thread.
 
Jun said:
Have any reasoning behind this... or?  The in/out of combat is meant to cut downtime in between fights without overpowering mana regen during encounters.  I don't see how this is a bad thing at all.  Bind wound is the HP equivalent of out of combat mana regen.  It is meant to cut downtime, not meant to heal during fights, as Wiz has already said a couple times in this thread.

The fact is, it doesn't "cut downtime" at all. In the case of mana regen it actually increases downtime... once your manapool is depleted you will spend alot longer finishing off that last mod. Then you stil have to med once combat is over. The right thing do so here is to have mana regen set at an apropriate level that is the same reguardless of combat. Allow the same meditation rate in or out of combat.

As for bind wound... just make it interuptable and the percieved problem is solved. If the target is getting hit then the bind gets stopped, simple.
 
This argument has been made time and again when the mana regen changes were implemented and was found lacking.

"Downtime" isn't how fast you kill a mob. It's how long you have to wait in-between kills. The mana regen changes make a *huge* difference.
 
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