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tinker 'healing' timer - KILL IT!!!!

Discussion in 'UHall' started by Poo, Sep 18, 2009.

  1. Poo

    Poo The Grandest of the PooBah’s
    Professional Stratics Veteran Alumni Stratics Legend Campaign Benefactor 4H

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    with the addition of the new mechanical critters that the tinkers can make, i think its time we looked at the tinker repairing timer again.

    if you have one of them tiny wolfs or scorps and put it in a fight there is NO WAY to keep them alive with that 30 second timer between repairs.

    i think we need to drop that to what tamers have, 2 seconds.

    your allready commiting the resources to heal them (iron) why is there a need to punish us even more with a massive wait time?

    these new critters are gonna be fun for mules to have.
    and as you need tinkering to heal them i dont think your gonna see them making a apprearance in fel in the pvp setting.
    not with their hella low HP.


    would definatlly make them more user friendlly
     
  2. Smokin

    Smokin Guest

    Problem is more that it would effect golems, which isn't such a bad thing. It would have to be tested in pvp before they did it.
     
  3. Farsight

    Farsight Crazed Zealot
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    Even if they did change so golems can be healed more quickly, that wouldn't change a thing. Except maybe people may bring a golem out to hunt.

    So...

    /signed
     
  4. Poo

    Poo The Grandest of the PooBah’s
    Professional Stratics Veteran Alumni Stratics Legend Campaign Benefactor 4H

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    you cant bond golems.
    so once they die they die.
    no good for pvp then as you cant train them.

    and with them taking 3 stable slots you cant have a pack of them like back in the old days.

    so.... i cant see a reason for the timer anymore.
    besides handicapping people using the new mechanical pets.
    cause there is no way you can keep one alive for 30 seconds with no healing.
    and you cant heal with spells on them.
    so your pooched.