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greekmyth

So No Heals Whatsoever ?

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What is the plan for healing at this point? I heard there is none so far?

 

I feel like some classes should at least get small offhealing.  Im just worried that without heals it might become a zergfest. But its hard to make a comment without knowing the CC in the game.

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They just said no dedicated healers.   Nothing was ever said about no healing whatsoever.

 

If I had to hazard a guess (and tbh my track record has been pretty stellar so far IF I DO SAY SO) I would think they'd be going toward a more situational style of healing - as seen in MOBA healing/support characters.  No fire hose healing where it's just a HPS vs. DPS tug-of-war.


"Food for the crows..."    Nobuo Xa'el

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They just said no dedicated healers.   Nothing was ever said about no healing whatsoever.

 

If I had to hazard a guess (and tbh my track record has been pretty stellar so far IF I DO SAY SO) I would think they'd be going toward a more situational style of healing - as seen in MOBA healing/support characters.  No fire hose healing where it's just a HPS vs. DPS tug-of-war.

Yep this.

 

Would love to see healers/support actually be active in combat and not just playing whack-a-mole with health bars.

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5. Does the game use the “trinity system” of class balance (tank, DPS, and healer)?

No. Some elements, yes, of course. But overall, not really. 

We have characters that are more offensive. We have characters that are more defensive. We have characters with support powers. But we made the game purposefully light on in-combat healing, to make it more deadly. 

 

And remember, we’ve opened up the character customization options (through Promotion classes and Disciplines) to make each character a “mixed bag” of skills and powers. Each archetype starts with pre-disposition towards a certain playstyle, but after that, the game system really opens up and allows you to adapt your character any way you like.

6. Why de-emphasize combat healing?

Combat healing effectively adds a multiplier to each combatant’s effective hit points. A defender isn’t just managing one health bar, his “effective” health pool is = his personal health bar * powers driven by the mana pool of every healer actively supporting him. This makes a lot of sense for games that focus around PvE combat where the monsters have thousands of hit points – especially raids.  It makes less sense in a game focused on skill-based player-versus-player combat.

From combat FAQ. http://crowfall.com/#/faq/54ca4668bffce6644cb33809

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No firehose healers like traditional mmos.

I really like that, and it was one of my main reasons for backing this project.

 

A tank running with 5 healers has always been pretty boring.

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No firehose healers like traditional mmos.

I really like that, and it was one of my main reasons for backing this project.

 

A tank running with 5 healers has always been pretty boring.

Lol @ firehose healers. I honestly cant stand it either, i feel full healers take away skill from the game and allow baddies to do more then they should. Not just talking about skill either but horrible builds too.


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Eh. Being a dedicated healer is it's own skill too. I really liked how in GW1 you could fully customize your healing build because it gave me a good idea of how different heals should be used in different situations. It's far more than "playing whack-a-mole" with health bars. How far that health bar has fallen how fast is very important to the kind of abilities you should be using. The state of your own mana/energy/power pool is EXTREMELY important as well. Noticing if they have debuffs/negative conditions and removing those is quite important. In GW1 it was even important to notice whether their damage was coming out in a few large chunks or tons of little chunks. In games with combat rezzing it's always important to know when you should go for a rez, and when you have a better chance saving that cast time / mana for managing the health of those still standing.

 

So don't knock primary healers. A good healer takes skill to play just like anything else. They are a low twitch but high strategy class.

 

There's nothing like having a healer on your team that can heal you through your own stupidity. "Derp-a-derp, I'm a glass cannon in robes. FRONT LINES TIME I'MA HIT EM WITH MY STAFF!!! Wtf healer you almost let me die!!!"

 

That being said NOT having dedicated healers opens up a lot of cool things that you see in single player games and MOBAs that just aren't needed when there is someone throwing healing at you as fast as a DPSer puts out damage. I'm hoping managing your own health is a much bigger deal in this game than most MMOs.

Edited by Andius

"To hell with honor. Win."

A Beginner's Guide to Crowfall (5.8.5 Edition)

 

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Kind of sad about the lack of dedicated healers as I often play a healing class when not off zapping peoples.


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We are Hardcore Gamers but welcome Casuals  |  KoS Webpage  |  TeamSpeak3 server address kosteamspeak.com

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Well, maybe a shielder could be a middle-ground point between healer and not healer. Instead of whack-a-mole, it's parry.

 

Not saying this or that is good or bad.

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No there won't be be I'll give you 2 examples where this works. First is GW2. Damage mitigation, interrupts, and "band aid" skills were how the "healing" part of a fight was handled.

 

Second is UO. You could keep spamming heal on someone but your mana ran out way too fast. Btw everyone could heal themselves so you had to be self sufficient and only rely on health/cure help from others only after you failed to help yourself.

 

This staunch reliance on on dedicated healers takes away player skill. It's a dangerous world out there in Crowfall...need to learn to take care of yourself.

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I am a fan of support classes. I loved playing a Captain in LOTRO, where your job wasn't really to heal, tank, or DPS; your job was to make everyone else's life easier because you were there.

 

I feel like that is what the support classes in this game will be like. You won't have the firehose, you'll have a lot more specialized, intricate class pairings. You will work your strategy to the composition of the group, not to the tank-and-spank mechanics or even to the front line zergs in PvP.


Drew aka Geldarion

Former PvP officer for Old Timers Guild

Cohost for Casual Core Radio, Owner of The Fanatical Swordsman

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No firehose healers like traditional mmos.

I really like that, and it was one of my main reasons for backing this project.

 

A tank running with 5 healers has always been pretty boring.

 

Unless your the tank...


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No firehose healers like traditional mmos.

I really like that, and it was one of my main reasons for backing this project.

 

A tank running with 5 healers has always been pretty boring.

Same. Can't stand fire hose healing.


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Healing should be just as tactical an aspect of combat as damage-dealing. There's nothing tactical about a damage-vs-"undamage" tug of war.

 

I'm excited to see how creative they can get with the design of the healing we DO see in the game.


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I'm curious how "light" healing will be set-up.  I say this from the perspective of someone who loves Forgemaster and wants to play one.  They are 1 of 2 support roles.  

 

So my question is this...

 

Will support roles have access to this "light" healing as an archetype?  Emphasis on the light.

 

Or

 

Will most every archetype have a small bit of healing?

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Those aren't the only two options. There are 3 different forgemaster promotion classes; it's possible that some of those promotions might get a heal, without healing being an ability of the base archetype. Or perhaps direct heals might only exist on disciplines. We just don't have any idea yet.... wait and see closer to launch.


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"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

Tully

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No firehose healers like traditional mmos.

I really like that, and it was one of my main reasons for backing this project.

 

A tank running with 5 healers has always been pretty boring.

I found it was more like 5 would be tanks and 1 healer.


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