Bard Healing Song
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It is over powered. It will be nerfed.
How should we go about it?
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I don't know exactly how it works, but.. Reduce the the regen it gives? Reduce how often it heals? If thats not possible, I'm out of ideas for now. Sorry.
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I haven't a clue if its apossibility, but instead of directly healing with regen, could you empower/strengthen spell effects cast on recipients of the song? AE: a flat bonus to healing receieved, or metamagic feat even.
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Make it more like the Healing circle power. Heals the party in a certain raduis, but doesn't give them like 40+ hp either.
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Make it consume 2 uses of the song? Or three? That way, it'll only be useful twice or thrice during a day.
Though, when I had my bard, I used to heal 10 hp to the whole party with it, 20 at lvl 6 I think. Can't see what's overpowerd about that, except for the fact that you can use it 6 times at lvl 6. 10 with extra song. True, that's 200 hp healed per day per partymember - with 3 uses of bard song per use, it would drop down to 60hp, much more reasonable I think. If a level 6 bard uses all of his spells for heals, he would be able to heal somewhere between 90 and 100 hp in a day. 3*20 health to all party members wouldn't sound like overpowering, imo. -
I'd turn the amount of life points healed to 60 - 75%
Not so many bards nowaday tho.
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Sadly, as a frequent user of this song, I'll agree that it is overpowered. With it, I can heal 40 hp, for everyone in range, 12 times a day. In the higher level quests, that's not so much good for during combat, but will just about full heal everyone after each encounter. The coin it saves is, frankly, unbalancing, not just for the bard, but everyone they quest often with.
I do like the idea of making it empower other healing spells while active, but not sure if that's over the top too. A sizable bonus to the heal skill of the party, maybe, but I think that would make it unused, as one will still have to use better kits to get any value of the increase, and you still will have the max that you can heal with the level of the kit.
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Could you have it do damage as well? For example for every two or three HPs healed one HP damage?
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I dont know the current ration of the song nor what can or canot be done so here are random ideas:
- 1 hp per round for the duration of the bard song?
- Or heal say 1d"insert number" hp when the song is used?. Kind of like the healing kit works. And you cant use the song again until its finished.
- sell the song at a higher price?
- link it to the heal skill? as in you need a certain number of skill point to use the song? 8 skill point for 1hp per round and 15 skill point to heal 2 hp per round?
- heals 25% of the player under its effect?
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It's already linked to the player's heal skill.
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Turn it into giving everyone's weapons +1 or +2 vampiric regeneration for the duration?
Or else turn it into one of those songs that, as it goes on you keep having to make perform checks and it gets slightly better, but when it ultimately fails you're silenced for 10 rounds, and set it to something like +4hp/DC15, +8/20, +12/25, +16/30…
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It is quite powerful and helps to save quite some coin. Perhaps 2 bard songs per use?
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the % idea seems good.
that way it evens out the fighters lack of healing somewhat compared to lower hp classes, maybe even give the ftrs a higher % hp heal compared to others?
would mean that to achieve a full heal would need to not only invest max points in both heal and perform (or acquire items that compensated) but to use several song uses.
the 25% heal could be adjusted by the perform/heal skill levels, such that 25% was only achieved if the skills were maxed. if not then the % healing would be reduced accordingly.
no idea how easy to script this … but there you go, my thoughts.
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Make it so that if the song is active on someone, no other mean of healing would work. You take the song, you are gambling, cause potions or wands or spells won't work on you
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give it some sort of cap contribution from the players healing skill? like +3 hp as a max?
(my two bits)
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Just going to go with linking it directly to a Bard's heal skill, rather than a bard's heal skill and their bardic level. I also increased the rate at which you heal though, so while most players will likely see the healing cut in half–you'll see the rate at which healing occurs double. Bards that still specialize in the healing skill will find they're very good at healing though.
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Won't it be an issue to have Bard 1 / Clerics X with a lot of skillpoints invested in the heal skill be a little overpowered?
I'd rather see it based only on the bard's level than the heal skill. Just my thoughts though.
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Bard level is used too, if you try to multiclass, you won't gain the advantage of a high heal skill either. So the basic formula was changed, as the song use to heal 2 HP automatically–it will now only do one automatically, as your Heal rank rises you can do more but only if your bardic level is high enough as well. On our server, this means a high level bard with high rank in heal could effectively heal quite a bit. However, a bard 1/cleric x will be only as affective as any bard 1 character.
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How about this as a suggestion?
Is it possible to turn a Bards heal song into a continuous effect? Basically if the bard gets distracted, taunted, or affected by any other spell that disables movement or singing then the song automatically ceases? Keep the song as it is, only give it gradual regen, like cha bonus +2 regen per round? This also gives people a reason to target a bard, who usually suffers from being another fighter/rogue who sings a bit and is nothing compared to the barb/cleric/fighter in the front lines or the wizard in the back
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I would say just nerf the amount of healing you can do. Instead of dealing with the echelon of healing 1, 2, 3, 4 hp per round and so on, change it to one or two echelons. Maybe one hp per round per 5 bard levels. So a bard level 1-5 will heal 1 hp per party member per round, while a 6-10 will heal 2, and beyond that three.
I will admit that the song as present is certainly overpowered, but it only really gets that way when you're looking at 3 and 4 hp healed per round. When it's 1 and 2, it's noticeable, but not at all broken and it's still a nice healing compliment during/after combat.