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 (Fixed) Odd healing rates with blood heal

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Nezumi
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PostSubject: (Fixed) Odd healing rates with blood heal   Tue Nov 16, 2010 5:47 am

I noticed this a few times now and to be honest it's beginning to annoy me.

Most of my characters sit at a low blood heal (level 1 or 2) for most of the game simply because I generally don't need more. But since playing the beta I've noticed sometimes when I activate it my health doesn't start to heal until the short timer is almost up, so I get 2 seconds of heal instead of 10! Of cause at high levels it's not a problem because the delay isn't longer then the heal time but still it's making me spend points I'd otherwise use on dodge so I didn't get hit I the first place...
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Zer0Morph
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PostSubject: Re: (Fixed) Odd healing rates with blood heal   Tue Nov 16, 2010 9:06 am

I promise I haven't touched Blood Heal since CE 1.2, nothing was modified with it. Was CE's Blood Heal also broken?
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Tuishimi
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PostSubject: Actually I noticed that a long time ago...   Tue Nov 16, 2010 2:21 pm

When blood heal was first activated in a patch... was it one of Wesp's? Sometimes it would work just as you would expect, other times the healing would be almost non-existent. I always imagined that was why it was not "on" when VTMB was released.
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Nezumi
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PostSubject: Re: (Fixed) Odd healing rates with blood heal   Wed Nov 17, 2010 5:39 am

Tuishimi wrote:
When blood heal was first activated in a patch... was it one of Wesp's? Sometimes it would work just as you would expect, other times the healing would be almost non-existent. I always imagined that was why it was not "on" when VTMB was released.

Hmm, to be honest I never noticed it much on the CE version, I almost never need to use it as I more often then not played a ranged and didn't get hit much.. It's not exactly game breaking it's just annoying.
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PGM1961
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PostSubject: Re: (Fixed) Odd healing rates with blood heal   Wed Nov 17, 2010 7:18 am

I've noticed the same thing before in CE, where it takes Blood Heal a few seconds to start working. It is kind of a pain at level 1, where it only lasts 10 seconds anyway.

What annoys me more is the fact that the first activation of Blood Heal seems to require two blood points. You can right-click again, and add more time to the timer, and each additional click only costs one blood point, like it's supposed to; but turning it on requires two for some reason. At first, I thought I was double-clicking by mistake, but it always does the same thing.

Never remembered to say anything about this before; but Nezumi's complaint reminded me. Has no one ever commented on this?
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PostSubject: Re: (Fixed) Odd healing rates with blood heal   Wed Nov 17, 2010 9:03 am

That's strange PGM, I've been playing with CE 1.2 alot because it's a part of TFN and never noticed the initial blood cost of Bloodheal being 2 points, only one for me. I guess I'll have to double check but I would've definately noticed something like that and fixed it.

Is Bloodheal costing you 2 points to activate in TFN or just CE?
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PGM1961
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PostSubject: Re: (Fixed) Odd healing rates with blood heal   Wed Nov 17, 2010 10:34 pm

This is just in CE; TFN cost is normal. I have CE 1.4.2 loaded now; don't remember whether CE 1.3 did the same thing (never played 1.2).
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PostSubject: Re: (Fixed) Odd healing rates with blood heal   Wed Nov 17, 2010 10:54 pm

Thanks for letting me know PGM, that makes me feel better. I've been playing TFN for 9 months and never noticed it, thank goodness.
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PostSubject: Re: (Fixed) Odd healing rates with blood heal   Mon Dec 20, 2010 2:23 pm

I play tested Blood Heal all weekend and the only issue I can find is a small one where you don't immediately start regenerating health immediately after activating the discipline. Blood Heal is on a very short timer I found, and after you activate it the regeneration bonus doesn't get applied until the timer "catches" which I've seen can be delayed up to 2 seconds.

So while sometimes the regeneration bonus will apply immediately, sometimes it won't apply for up to 2 seconds effectively giving you the bonus for 8 seconds instead of 10 (in the case of having Bloodheal Tier 1). When you get up into the higher Tiers (2-5) this isn't much of an issue because the time you regenerate health is much higher so you don't notice the 2 second loss.

This can and will I'm sure, upset beginning characters who only have Tier 1 Bloodheal because 2 seconds of the regeneration bonus is important (That's up to 20% loss of time). I apologize but there is nothing I can do about this. Again I don't feel it's a big deal but that's because I almost always spend my free Discipline on Bloodheal during character creation. 8-10 seconds of Bloodheal just isn't long enough for me, I need 18-20 (At tier 2).

Hope this helps clear up any confusion.
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PostSubject: Re: (Fixed) Odd healing rates with blood heal   Today at 8:19 pm

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(Fixed) Odd healing rates with blood heal
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