v0.10 Healing Aura that does not heal

Tantarus

Virtuoso
So I get the point is to standardize everything. But changing Earth Aura to Healing Aura I believe will just lead to more confusion. A carrier cant heal, But when you are swing "10 Healing" as a damage call I am sure you are going to have to explain it repeatedly to people that they cant actually be healed from it.

I cant count the number of times I have hit something with an elemental aura and had to clarify they can't heal from it. Or seen PC golems try and heal from a swing of there elemental that heals them.

If the goal is to make the rules easier to understand. I think Making a damage call, that is "Healing" that can't possibly heal is the wrong way to do it. Calling "Earth" works just fine, with less chance of confusion.

I really believe this change is a net loss of simplicity and ease of understanding the rules for new players.
 
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If only that were still true...the worst part is there is no verbal/call, so you're effectively healing with a carrier/weapon swing AND not making a Call for it. This needs to change.

I’m confused by the comparison. Carriers can’t heal, and Life Leech isn’t a carrier, it’s an effect. Did I misunderstand something?
 
@Draven
It is a weapon attack that can heal, which until 2.0 was not a thing outside of spell effects via channel. I think is his point.

Regardless seems like an unnecessary change that you will have to explain to people all the time when you hit them with "healing". IMO, it adds complexity, does not reduce it.
 
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I expect that to be especially nasty to marshal if combat speed isn't controlled, because at present there is no chance that a creature using that will have time to call 'got it, appears to heal me'

I also dislike that it is the only necromantic effect I can think of that doesn't require audibly casting necromancy/swinging Chaos to use, meaning that it will not be possible to determine that it is a necromantic effect in play as opposed to a stat line ability on the card to heal from a specific attack type.
 
I expect that to be especially nasty to marshal if combat speed isn't controlled, because at present there is no chance that a creature using that will have time to call 'got it, appears to heal me'

I also dislike that it is the only necromantic effect I can think of that doesn't require audibly casting necromancy/swinging Chaos to use, meaning that it will not be possible to determine that it is a necromantic effect in play as opposed to a stat line ability on the card to heal from a specific attack type.
Isn't the entire point of it both for PC and npc that they can heal from it without others knowing it? Meaning nefarious PCs down with necromancy can use it on the down low?
 
If one of the overarching focuses for 2.0 was to simplify things, I feel that introducing such a glaring contradiction in wording (regardless of other rules, we're keeping this simple for new players, right?) like this would need to be addressed -- I know that this was feedback on previous sprints, but it seems to continue to be overlooked (Shocking, with Earth, I know).

It is currently very simple and straight forward with Earth carriers, and with Chaos v Necromancy still having different wording / calls / whatever, leaving Earth as a carrier seems a very simple solution to avoid confusion for new players.
 
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