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Let's Talk Healers- What Works In Pvp - What Do You Want To See?

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There's been a trend in mmo's lately that has moved past the holy trinity of tank dps heals and into the land of everyone has heals, everyone can rez, everyone is in charge of their own health.

How would you like to see healing in a PvP centric game?  Pocket healers that huddle in the middle of the friendlies - or do the healers fight just as much except they toss off a heal now and again?  Or are all class definitions out the door?  Does everyone just load up on pots and head out?

I can see how self healing would be a necessity for all solo PvP but what about going out with a gang of people and fighting with another group?  Is it just a free for all or is it more a team that uses strategy and assigned roles to destroy the other group? 

 


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I suppose I'll be setting myself for some razzing but I have always liked support classes.  And it looks like we are going to have some sort of archetype assignment so I would like for there to be a way for me to play in a support ish role.  As long as they don't completely pile drive healing or the like into the ground like GW2 did I will be happy.

 

Also support doesn't just have to be heals or straight buffs in my mind.  It can be spells/skills that will mesh well with other more offensive archetypes' skills.  Damage alterations (increase, change type, etc.), life on hit (if they choose to implement something like that), binding which in turn leads to a great chance for another skill to proc, etc.

 

But then again I don't come from a heavy PvP environment so they may not translate as well as they would in other games.


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I'd like to see healers fighting in the mix, similarly to the melee healer build for war priests from Warhammer online. Granted I'm also partial to the healing from Wildstar which also tended to put you in the mix and made tab targeting game healing seem like nothing but health bar wackamole in comparison.

 

I don't completely dislike the trinity but I would like to see it softened; tank-ish types that provide protection for others and support that provide buffs/heals. Allow a little flexibility for each character where it puts some of the responsibility in each player's hands but also promotes group play.

Edited by Merkaile

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I like shadowbanes heal system (not the current sbemu abomination)

 

It was (generally speaking)

 

1-2 priests (main healers, with many heal/support powers, and a limited amount of crowd control [roots and stuns])

 

3-4 healer classes (varying in playstyle and options, some with small crowd control and limited dps, some with woes, etc) EVERY healer class had the option of a decent small single target heal, and an OK, limited range, AoE group heal.

 

And then you had different tanks and dps toons.

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I'm hoping we don't see any classes that just spam heals. "Healers" should be support characters. Lightweight heals, with a focus on target/group damage mitigation, debuff removal, and moderate CC.

 

If they can give us some clutch damage mitigation powers, heals could be something used with skilled timing. Very short cast times, low recast, light-moderate power.

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I would like to see a system like UO or even a hybrid of it.  Either everyone has access to every type of skill in the game, but is limited to so many or have classes with restrictions to which skills you can get.  

 

Everyone should be able to self heal to a degree, but you should have to decide on how you want to specialize your character.

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I would like to see a system like UO or even a hybrid of it.  Either everyone has access to every type of skill in the game, but is limited to so many or have classes with restrictions to which skills you can get.  

 

Everyone should be able to self heal to a degree, but you should have to decide on how you want to specialize your character.

Not going to happen, archetypes are in game, so there will be various healing classes and classes without healing. 99% sure !

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My preferred style of healing would be lots of heal-over-time spells and area-of-effect types.  Any single target heals should have a short cooldown attached.  Similar to what Age of Conan had.  I also would like it if the class was considered more support than straight healer.  Give them group buffs, methods of damage mitigation, etc.  Pure healing is actually pretty boring.

 

In mass PvP, it's really not fun to be standing around funneling single target heals into one person, trying to keep him up while the zerg train tries to take him down.  Then as soon as you, the healer, is noticed it becomes trying to keep yourself alive, either funneling heals into yourself or running in circles, while train vs train battles.  Hopefully damage values in this game will be kept to a minimum and people won't be consistently killing each other in 2-3 hits.  I would much rather see a time-to-kill of more than 30 seconds.

 

As a support character I want to be doing various things as well.  Let me cast a long-term (30-60 seconds) but low-effect heal-over-time on my group.  Then I can go about casting stuns or roots, or let me cast a shield with X hit points on this guy who is currently being attacked, or even provide some minor damage.

 

On the character creation screenshot of the Knight it is shown that life on hit is a stat, so hopefully the concept of minor healing will be present in this game.


 

Sorry you turned into a two-bit carebear whose feelings get hurt over forum banter.

 

 

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I like shadowbanes heal system (not the current sbemu abomination)

 

It was (generally speaking)

 

1-2 priests (main healers, with many heal/support powers, and a limited amount of crowd control [roots and stuns])

 

3-4 healer classes (varying in playstyle and options, some with small crowd control and limited dps, some with woes, etc) EVERY healer class had the option of a decent small single target heal, and an OK, limited range, AoE group heal.

 

And then you had different tanks and dps toons.

I pretty much agree with this ...I was a healer in shadowbane and enjoy it greatly.

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this is where limited Points to spend come in, imo...

 

you want to be a dedicated Healer, you put your majority of points into your heals, some for utility and maybe even one offensive spell so you can defend yourself in a pinch...but it should be the Healer's weakest ability, with Healing being his strongest

 

the very opposite of a Mage type offensive caster...

 

like SB it should be all about the Teamwork...NO ONE can "do it all" effectively....specialists are always greater than dabblers

 

so a dedicated Warrior should be ale to hit hardest wiht a weapon over a Hybrid melee/caster....Healer base, should be just that, wiht Mages being more Offensive...both should have the option to do Crowd Control/buff/debuffs depending on how they spend their points

 

this values teamwork over solo...and give the most flexibility to the Players when it comes to how they want to develop and build their toons

 

could just be me...


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let the Code build the World and it's Laws....let the Players build the rest...

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this is where limited Points to spend come in, imo...

 

you want to be a dedicated Healer, you put your majority of points into your heals, some for utility and maybe even one offensive spell so you can defend yourself in a pinch...but it should be the Healer's weakest ability, with Healing being his strongest

 

the very opposite of a Mage type offensive caster...

 

like SB it should be all about the Teamwork...NO ONE can "do it all" effectively....specialists are always greater than dabblers

 

so a dedicated Warrior should be ale to hit hardest wiht a weapon over a Hybrid melee/caster....Healer base, should be just that, wiht Mages being more Offensive...both should have the option to do Crowd Control/buff/debuffs depending on how they spend their points

 

this values teamwork over solo...and give the most flexibility to the Players when it comes to how they want to develop and build their toons

 

could just be me...

 

I'm fine with this as long as hybrids are still viable.  I like UO's skill system, but in WoW I played a priest.  In Vanilla I was "tri-specced" which gave me good buffs, shields, decent heals, and decent shadow damage.  I melted faces in vanilla with my build.  My damage wasn't best, my healing wasn't best, but I had ultimate survivability and generally could outlast most opponents.  Then things changed and that was no longer viable.  All I ask is if I play a healer class, I can actually kill an enemy if needed.  I don't want to have to run away everytime I get attacked or ONLY play in groups.  I'd love a damage specced healer where i have decent damage and crowd control, and ok healing ability.  Something that is viable solo and not require a group 24/7 to play.

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I always wanted to play a support class in SB but by the time I got around to even trying, the pop was so low during MY peak times it wasn't worth it.  That and botting made an active healer or bard pretty pointless.

 

Botting truly sucks.

 

Edit: >-- Actually on topic:

I like separation of duties. I played MoltenWoW for a good long while and every class was different but the same.  Everyone had a significant self heal, tanking abilities of 1 form or another and plenty of dps.

 

I could play my Blood DK and be top healer for any given battleground or I could tweak him slightly and be top dps. And regardless of whether you believe that or not (not going to go into Blood DK dps rotations :) ), the fact remains that there is really no distinction between toon abilities from one to the next.

Edited by cools

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I'm fine with this as long as hybrids are still viable.  I like UO's skill system, but in WoW I played a priest.  In Vanilla I was "tri-specced" which gave me good buffs, shields, decent heals, and decent shadow damage.  I melted faces in vanilla with my build.  My damage wasn't best, my healing wasn't best, but I had ultimate survivability and generally could outlast most opponents.  Then things changed and that was no longer viable.  All I ask is if I play a healer class, I can actually kill an enemy if needed.  I don't want to have to run away everytime I get attacked or ONLY play in groups.  I'd love a damage specced healer where i have decent damage and crowd control, and ok healing ability.  Something that is viable solo and not require a group 24/7 to play.

 

i hear you...but if a Healer can kill, then a Killer should be able to Heal....yes?

 

only fair right?

 

and down that road lies disaster...

 

i agree you should be able to build a viable Hybrid if that is your playstyle, and i don't mind if a Healer can defend itself to an extent...

 

but his damage output should be no where near what a Killer's is....just like that Killer's heal should be minor and nowhere near as effective as  Healer's spell

 

hope that clarifies...


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let the Code build the World and it's Laws....let the Players build the rest...

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How about, Medics will be able to perform the usual task of heals but instant heals will only recover health moderately whilst the stronger heals are Heal over Time (and I am not talking about ten seconds). Aside from this, healing skills will require the use of 'prescriptions' (couldn't find the ideal word) which are basically crafted from medicinal herbs or involve difficult processes of extractions that only the most experienced Medics can accomplish. For all I care, the plants in the wild won't have any names and you will have to depend on their looks, and there may be similar looking poisonous plants. Back to what I was saying, these 'prescriptions' could be carried in a separate Medical Kit and once exhausted you can no longer use your heals. Perhaps you could even have caravans bringing medical supplies to your camp. Or even better, over-healing will trigger off the side effects of the plants in a way similar to how poison can be used to neutralize other poisons (according to Traditional Chinese medicine anyway)

 

In a way this would put it at a cross between Crafter/Support but I suppose you could choose whether to specialize in the Crafting aspect (Apothecary) meaning you produce better quality 'prescriptions' or in the Support archetype (Healer) which will give you bonus stats that will help you survive on the battlefield preferably in terms of elemental resistances and whatnot, or even follow the same line as above to manufacture Poison Kits.

 

I can see how the involvement of Crafting might be a serious flaw, but does this concept sound like it would work in principle? Doesn't hurt to dream I suppose.

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ummm...mixing Potions and casting Heals should be two seperate things...not that someone shouldn't be able to learn both...au contraire...

 

but spending Points on both should severly curtail what else you can do...yes?

 

and that's my point....for point spending and teamwork to be at maximum viability, there must be consequences for every Point you spend, and never enough points to do it all

 

could just be me...


FIQw0eP.png

let the Code build the World and it's Laws....let the Players build the rest...

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I hope the devs take a old school approach with the class system and have tanks, dps, healers, crowd control, utility and debuffer type classes.  I am kinda tired of every class being able to do it all.  

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