Anyone else hate the insta-heal promotion?

so disabling it will hamper their ability to war even more than the insufficient code does now.

The whole issue (both for this thread and Civ5 AI as a whole) might just be best encapsulated in that half of a sentence.

I like it myself, but struggle to find the sense in it. If it took the unit back to friendly territory, maybe it would make sense. Letting the AI look even 1 turn ahead effectively would probably do more.
 
I think what it is there for is to allow you to save a special highly promoted unit (like promotion heals did earlier)

A possible solution might be to instead allow a unit to "escape"... ie flee back to the capital. (where it would reappear ~3-8 turns later with only 1 hp)... it could have a fixed exp cost (20exp).

Or perhaps it has a gold cost equal to the purchase cost of the unit.


A unit might take extra turns/more cost or be unable to escape if they were
1. on another continent
2. surrounded
3. in enemy territory
 
So can anyone please just show if someone made a mini-mod that removes it or not?
I've been searching these forums and googling for an hour and cant find any info on how to do it.

Mod to remove Instant Heal:

Promotions - No InstaHeal

Realism?

Surely that means that you should be able to play 2 turns at the very most at the start of the game and then someone else would take over as leader?

This is a massive fuss about nothing. You're not talking about an entire invasion force suddenly respawning, you're talking about one unit that you might have to take out twice, and to be perfectly honest I've racked up over 500 hours and have only, to my memory, seen the computer use it on a few very rare occasions.

Why have I seen it so rarely? Because I take the time to kill things. Not dance with them.

Build a decent army and you won't get AI healing.

But for the haters...how often has an instant heal got you out of a jam early on? I seriously doubt that anyone can say with a straight face that this ability has caused them more harm than good. I suspect it just causes harm when it's inconvienient.

But game breaking? Unrealistic?

You need to do two things:
- learn how to read
- play some MP

I said that realism is the least important problem with IH. CivV is game and it lacks realism, thats fine. But game mechanics IS based on something reasonable. Why siege units are stronger against cities? Why city need food to grow? Why culture gives you Social Policies?

There is some logic that explains it. Just as with promotions that units carry on through ages (represents battle tradition, experience and tactics of squad/batallion/etc). IH doesnt have even the least relevant connection. But again, I dont actually bother with realism, just said that it is so.

Ahh. That explains it. If it is an issue primarily in multiplayer,( and it seems only for some users of multiplayer) then it is something to which I and a large majority of users will never see. No wonder I couldn't figure it out. I have remember to check for when multi-player users complain about a feature as if it broke everyone's experience. I don't always catch that.

It sounds like there is a mod out there to handle what you don't like and here's hoping that helps you out. Thanks for the reply.

In SinglePlayer ANYTHING is nonexistent: whether there is 2 tiles between cities or 3, whether each city increases culture required for Social Policy by 30% or by 15%, whether each swordsman costs 60 or 80... etc...

It do affects gameplay in some way, but this doesnt matter much because in SP you can do ANYTHING: build mounts, train Great Merchants and Great Artists, adopt Piety, have only 1 siege per city and be unvulnerable, skip artillery, build Great Lighthouse and so on...

You can do anything and you still do good. But in MP you wont survive without using as much as you can, you should choose only the best options you have.

And my analysis and in-game multiplayer experience show that IH is SEVERELY overpowered.


I don't get the point of the contention in MP. Obviously, if your opponent is using the Instant Heal promotion, he's healing, at most 9 HP per turn, and that only if you're stupid enough not to kill units that are likely to be killed. The entire argument that a ranged unit cannot kill a ground unit is based on units that do not have promotions. A highly promoted Era-appropriate Ranged unit against a normal unit without promotion is outstandingly deadly, easily capable of two-shotting an enemy unit, at which point it cannot Heal.

Moreover, the same argument could be made, and with more justification, for the Medic Promotion. A Fortified unit (which is what you were speaking of) anywhere gains +2 HP per turn that it is Fortified and adjacent to a Medic unit. This be better because it is reliable, it is constant, and it doesn't consume promotions, allowing the healing unit to be correspondingly stronger as it is attacked. In fact, this is how you "farm" XP on SP.

Frankly, I would need a demonstration of how Instant Heal could so super-powerful. It's never bothered me on the AI because I generally kill units that I attack.

At last, something reasonable. But lets see:

- you need to survive till the point you have "highly-promoted units"

- IH is obviously stronger in early eras, when people dont yet have lvl3 units

- If there are barbs it is at first glance benefitial to non-IH player, but actually you wont know exact amount of xp of IH player's units.

- fortified LS in hills with general has ~32CS. Xbow with 2promotions and GG has 24 CS. That is 2 hp damage.

- each IH is basically ~cost of unit in :hammers: , but teleported right into the battlefield. You go ahead of your opponent in ~cost amount of :hammers:, and in many cases drop him behind by the same amount by killing unit.

- believe me, there is a lot of situations when you cant kill unit that is about to die. For example, enemy has 2 HP, your archer will deal 2HP damage, but due to little random he deals only 1HP. Or due to ping he can click at IH button faster than you deal finishing blow

- medic promotion is predictable (you see that promo), weak (only +1HP/turn - really?), and only end turn activated.

- IH is on the other hand is the opposite. First two (unpredictable and strong) things are obvious, lets see what middle turn activation leads to: you HAVE to spend the whole your turn time ready to click at IH promotion button. At any second you spend moving workers or choosing production in cities an enemy can attack and kill your unit. But if you are ready for this, fortified unit in hills with GG can withstand 4 attacks of the same unit with 2 rough terrain promotions and GG (16*60%=24.6 CS vs 16*95%=31.2 CS that results in 4-6 damage and thanks to instaheal after 2nd attack you have full healed unit that can defend or counterattack.

Doesnt that turn the tide of battle?
And is it the way you should be playing CivV? (build melees, calculate xp, improve reaction to be ready to click in time, and win because of better ping)


Current situation with people not seeing some obvious exploits is not only because 75% of players play only SP, but also because there are tons of Deity LP videos but no MP videos with decent players and competiteviness (preferable duels). I'd be glad to make few videos just to show how bad ClickFest, DoubleTurns, InstaHeals, Overpowered Melees, Overpowered GSs and so on are. But Im not native english speaker so Im not sure people will be ok listening to my primitive sentences (in duels you barely have time to think what you should do), and I also need to learn how to record and so on. Good news are: MadDjinn has recently started playing MP (at last... Once he said that I dont know some of game mechanics... that was strange for someone that far from MP), but he is still newbie in MP so it will take some time before 100% competetive games. We'll see.
 
Rinnero:

There's a lot of needlessly inflamatory stuff in that post. Saying that nothing matters in single player is ridiculous. I know you are trying to complain about the AI's fallibilities but claiming that you can do anything and win is completely false. One could easily just the same argue that MP isn't a very good experience. It's mostly just combat, leaves out most of the features of the game, and further 95% of games never make it much past medieval / early renaissance. The rules are different and strategies have different values. That doesn't make it better... just different.

At any rate, I do see your point that instant healing can be very powerful in the right circumstances in MP. However it seems to me that the problem is more one of a clickfest problem than an instant heal problem. If instant heal only applied at the end of the turn, it wouldn't be as overpowering.
 
I only use it for emergencies, could do without it but it comes in clutch sometimes. As far as realism(which I'm all about) it falls short but in reality so do many aspects such as one leader forever. As someone else pointed out, just look at it as almost reserve soldiers.
 
There's a lot of needlessly inflamatory stuff in that post. Saying that nothing matters in single player is ridiculous. I know you are trying to complain about the AI's fallibilities but claiming that you can do anything and win is completely false. One could easily just the same argue that MP isn't a very good experience. It's mostly just combat, leaves out most of the features of the game, and further 95% of games never make it much past medieval / early renaissance. The rules are different and strategies have different values. That doesn't make it better... just different.

Maybe, I was just saying that if you were able to do something in SP even at immortal/deity (for example won domination victory using only mounts, or trained only Great Merchants), that doesnt mean that things are ok, and that they are balanced and not broken. The same goes for IH promotion.

For fair assessing of any element of game mechanics you need to have several MP matches when one player uses it, but the other one doesnt.
 
You need to do two things:
- learn how to read
- play some MP

I said that realism is the least important problem with IH.

But you did note it as a problem nevertheless.

As you have no means of determining what I've done, or read for that matter but I'll let the cosy flames slide on that one, or how I actually play you're not in a position to dictate. And the schoolyard retorts don't do you any favors either.

You say this feature is the reason that chicken licken and foxy loxy are looking for something stronger than an umbrella, I say it's fine and is actually a rather brilliant mechanic.

There have been plenty of occasions where I have planned a popped heal into my strategy but overall, I just kill what I'm shooting at. It's not hard. Just don't skimp on your army and engaged units do this weird dying thing where they don't get any promotions. :mischief:

When engaging a human opponent, I'm not silly enough to do it without bringing a sufficent army to do just that, and if I don't and one heals then, darn. But guess what, I can do it to!!!


This debate is actually becoming rather amusing. It's akin to arguing that goal keepers are unfair in hockey because they stop you from scoring and that you'd sacrifice your goal keeper just so the other guy doesn't have one.

It is very much "I don't like it because I don't like it" and very little else. :king:
 
perhaps the best solution might be to have a switch for it in setup, to set it on or off...

that way everyone will be happy...
 
To answer the thread question, I don't mind the insta-heal promotion. If the problem is it not being realistic, I honestly can't say that it kills immersion for me. For me any dislike would be because it's pretty useless, but then I just don't use it, so it doesn't really affect me.
 
Rinnero:

I did not realize that turns are simultaneous in MP Civ5. That needs to go. Don't go pubbing; only play with players who will agree to non-simultaneous turns.
 
Yeah, while it's fair to consider multiplayer, it's best to consider multiplayer among two players willing to respect turn based moves.
 
For fair assessing of any element of game mechanics you need to have several MP matches when one player uses it, but the other one doesnt.

Sorry, I strongly disagree. I play for Single Player and while I respect your desires to have a functional multiplayer game it is NOT the standard by which I judge the game. Your analyses and conclusions are not as universal as you seem to think. At the very least, they don't convince me of anything. I think you are arguing a specific set of gameplay situations that will never affect me and somehow expect me to panic about it. I still don't hate it, and I am not sure why my not hating it seems to bother you so. From the nature of the question, I thought I was free to disagree, even if it was for reasons that don't convince you.

I am glad you got some response in kind with discussion of multi-player issues. I am also fascinated by the fact that hatred of the instant heal does not seem to be universal within the multiplayer community.
 
Then again, you can get a promo when your unit is boxed in and can't survive without full health. Promo would go to waste there.
 
I don't like instant or slow heal. Trade it for a smaller "heals from kill". The computer usually kills you one unit at a time so it helps them. It is more fun to poke around and try to get your nearly dead unit to kill himself back up to speed... Rather than always having to retreat back home and eat stew.
 
I would rather have it than not have it in sticky situations, but promos are better by far. As far as the AI is concerned, it's too hard to tell sometimes if they even use it properly. Most times I'm so far ahead of the AI that having them use insta-healing would even help hehe.
 
It is really annoying when the AI does it....it always seems to come at an awful time. But it's only fair, I don't really have a problem with it.
 
I generally avoid using the insta-heal promotion, but I've found a couple scenarios where it comes in handy. One is when my units get surprised by an enemy and are just not going to survive without it. It happens and while someone said it's probably easier to rebuild another one, that's true, but if this is say your artillery that has two attacks per turn and a +1 range, it's hard to replace that unit.

The other is when I play as Japan. The UA is such that I have to rethink my usual pragmatic approach to combat and go balls out with my attacks, taking some casualties, but usually inflicting heavy ones. This is especially true when using tanks.
 
I don't like insta-heal either, it is a silly promotion. Has anybody made a small mod that removes it from the game?
 
I don't like insta-heal either, it is a silly promotion. Has anybody made a small mod that removes it from the game?

Trouble with that is that the biggest problem with insta-heal is multiplayer players doing it between your attacks to effectively give their units up to 190% health, and you can't play multiplayer with mods.
 
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