I can understand why they might remove it, most classes have some sort of healing ability and or you can use food to restore your health. I personally cannot remember that last time I actually used a bandage to heal my character.
#SaveFirstAid Revamp it, don't destroy it. If it isn't played, it is just because it is a waste... But it dosen't have to be.
people dont use banndages because the heal they provide its absurd compared to every healing skills. I think removing it its not the answer, but maybe increase the heal ammount for simple bandages, add new anti bleeding/poisoning effects, and even some temporal resistances or inmunities could be great to revive the interest in the profeson.
The Feathered Luffa was the first bandage they introduced that actually does what a bandage is supposed to do: stop bleed effects.Before this, every bleed effect stopped me from bandaging myself.It was the first kind of bandage my rogue found that was worth carrying (since bleed effects prevented me from entering stealth).Now that this is a possibility, it gets put on the chopping block?If most bandages did this, First Aid would have more utility and (less futility).Rather than removing it, give it a niche that makes it useful.
Long overdue tbh. It had it's place in Vanilla, TBC and maybe Wrath but not for a long time. To those saying they need bandages so they can self-heal in pvp or while soloing raid bosses / other fights aren't bandages staying but being moved to tailoring? See the category changes and BFA listed spells above for this. This seems fine to me and I won't miss pumping all those resources into levelling a prof I don't use and surely this will save everyone a secondary prof grind and so be a net benefit to everyone?If they take game and class design a certain way (self-healing or some form of in combat regen on all characters) then a secondary prof that does this doesn't really make sense. Hell, as several others have pointed out, they gutted a primary prof - inscription - because it didn't compliment their design shift. The bandages remain though for niche use.If they can't make primary crafting professions relevant or useful except for speed gearing of alts there is no reason to think that they'll revamp First Aid.Short story: First Aid is dead (maybe), Long Live Tailoring Bandages!
#SaveFirstAid
I really liked First Aid, but I do agree its usefulness has deteriorated with every expansion. It starts off relatively useful while leveling, but when you hit max level and your HP starts bloating, bandages become almost worthless. I remember back in BC and WotLK I had a running joke that whenever we needed a healer, I'd offer my Hunter or Warrior to go "bandage spec." XD It never worked out, but I still like bringing it up every once in a while.I guess if they give it to tailors, it wouldn't be that much of a big deal- I already get my flasks, pots, enchants, etc from either my guildies or the AH, adding one more thing I'd have to buy wouldn't be that big of a deal.
so if I have a mage who is not a tailor, I won't be able to use bandages without paying for them? Well, they come in handy in arena, pvp or when you are low in the outdoors but in combat too... I hate this change.
make bandages able to be crafted by an npc in first aid shop where you give them cloth and they turn it do bandage and replace the proffesion with a mercenary thing where you do misions for GOLD like assasinations escorts protection pvp and cool stuff you can imagine...anyone woud give up gathering flowers for 2 hours to do something like this. its a pvp themed expansion in the end so until old gods rise its a nice way to stay stimulated :D (sorry for bad english)
It makes me sad. Guys first aids was part of our history in the game. Dont you feel some part of your game Golden times goes away?
Well, I’d rather have it as it is now. It doesn’t waste any primary slot and is just there for everyone. They should just give First Aid some utility items, like a ressurect and allow them to create medicine that removes diseases and poisons. Perhaps even create something similar to Healthstones.
I am honestly shocked how many people lightly go 'just remove it'.The problem with the first aid is, the developers are too retarded to find a balanced spot for the profession, and as a result they insist on making anything made with the profession completely useless.A good portion of the troubles stem from the fact that for years, the game model completely trivialized survival in solo play, changing it into GoGoGoGo marathon of pushover two-hit enemies. The damage generally isn't there, unless it's suddenly put there just to force players into wasting time on corpseruns and gold on repairs. There's no long dots, poisons and debuffs, so antidotes are useless. The bandages can't be effectively used because they are channeled and heal for next to nothing. Pots vary, but generally have long cooldowns and mediocre effect. The nature of bandages additionally makes them compete against just eating food (since being out of combat, while not required, is nearly mandatory) - and food is more effective.As a result, the game struggles to make a transition to organized group content, because all these things that don't exist in solo play suddenly make an appearance... and as a result, we get healers who can't make sense of a heal's size and cost, don't get hots, and NEVER touch dispels - not to even mention differentiating because different afflictions that require different dispels.It would be great if developers at least tried to make things balanced - as in, you're not questing with a healer in a zone full of spiders? No problem, but learn to make antidotes and dispel yourself. Or, trying a rare or bigger enemy without a healer, and have no own heals? Sure, just get pots and bandages. There already ARE items that are 'usable only in Argus and Broken Isles', so it's technically possible - just make pots and bandages NOT work in instances, or work on a long cooldown (say, 5 minutes). Also, a bandage, as opposed to a pot, could simply be the insta-cast HoT equivalent, with bigger overall effect than chugging a pot, but spread over time. To not compete with Alchemy, first aid could make pots that provide less effect, have cooldowns, or longer cooldowns if used in instances.And then, just make materials abundant, so that anyone who wants to make some, can do so while they're playing... instead of fishing for new player to START their game with selling a token to not be retarded-levels broke while trying to catch the cap where all the gold-making seems to be reserved for.But no. Better dumb down the game completely, until it is just a DooM-Godmode romp. Definitely funnier ...not.
I will admit that although I do not use bandages and such from First Aid that much I do still use them. I would be disappointed if it was removed entirely from the game. Although I did not like not being able to max out first aid just by making bandages and stuff I did like the idea if getting quests were something you could do and complete with First Aid was fun.
I like bandages for leveling new char's but somehow FA is the first victim from dumbing down professions.Since MOP we only got 2 base materials with which we make everything, they even did it with old enchanting mats (maybe because scaling issues ?)I liked gathering for rare mats so you could complete that rare recipy or design and show youre commitment.But I do like the way you level your profs in legion with (world)quests and so.Some how i get a feeling they are dumbing it down to attrack new and young players wich obviously don't have that amount of patience and/or attention span. (when you look at all the discussion about rep grind for new races) Or they are trying to port it to some sort of gamebox/station, god forbid !TLDR: no remove, but ad some more depth, complexity and usefullness to profs. (for FA battle heal, immunity, hot to counter dot,,)So you can tell your guildmates "no raid for me tonight, I'm hunting for my rabbit tail to complete my pimped crash helmet"
Should have carried on from the Draenor idea they had, rather than backsliding in Legion. Healing consumables go with First Aid, combat consumables from Alchemy, rather than both of them from Alchemy. It's not like alchemy's hurting on useful things to craft or anything. Could even keep the bandage 'theme' (as opposed to Draenor's tonics), but make them work as a heal-over-time that doesn't need to be channeled and isn't broken on damage.A potentially-interesting (but also potentially-overcomplicated) idea would be to add a number of shared-cooldown, once-per-combat bandages that have different effects. Then you could choose to, say, dispell one magic effect, or gain a small absorb shield, or heal back lost health, but only one of those and only once per fight. The idea of some out-of-combat utility items is also nice. An out-of-combat resurrection consumable (with appropriate cast time and restrictions, such as being unusable in M+) is a very good idea.
How many times did I save my life the first aid in pvp from BG's and Arenas? how many times did he serve me as a last resort when his whole life is spent on dps melees no heal talents? and the worst give more chance to the Tailoring in their profession, it is really the worst idea to remove a profession that was all the time in WoW.
Totally agree with Thoorin (six posts back)