Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Andius

What Things Would You Like To See Given There Are No Primary Healers?

Recommended Posts

So you want everyone to run in circles and tickle each other to death with no strategy, tactics, or teamwork? You need to have roles and you need to have a variety of skill types other than just dps in order to make PvP fun and interesting.

There are roles other than min-maxed DPS, min-maxed healing, and min-maxed tanking. There is also a lot of room for variety of skills that does not include standard theme park style healing and hard CCs.

 

I don't take that comment as at all reflective of my positions but reflective of the fact it's difficult for you to think outside the box and you're afraid of change.


"To hell with honor. Win."

A Beginner's Guide to Crowfall (5.8.5 Edition)

 

Share this post


Link to post
Share on other sites

I'd be fine with no in combat healing. No life steal. No potions.

 

If you get hurt, you drop back to the back lines. Find a hospital tent and head inside. A player medic there bandages and sews you up, restoring your damage taking potential, and you head back to the front lines.

 

Possibly include a fatigue mechanic where not everything gets cleared up from the medic. Praying at a temple, resting in an inn, or carousing in a tavern restores it the rest of the way. Again, that's out of combat.

This. So hard. The problem isn't really healing as a role. It's on-the-fly, combat healing. AKA "firehose healing," as I think ACE has called it. Some kind of a strategic wounds/battle fatigue system would be pretty interesting. Certain attacks, and/or just taking damage over time, could lower your maximum HP, for example. And medics could help clear it up (off the battlefield, or, at least, out of direct combat). Basically, it would all be on the tactical/strategic level. If you got severely injured in battle, you'd have to at least fall back and get some medical attention, or you'd be out of commission for a decently long period of time (for fighting, at least. You could do other stuff, but you'd be pretty ineffective at fighting). You could have people dedicated to getting others back into the fight (for longer engagements/sieges), or you could have those people focus on the offensive with everyone else. It would be a resource allocation. A tradeoff.

 

You could even have some sort of a bleedout mechanic, wherein someone who's downed in combat is out, but not dead. Depending on their wounds, though, they'd bleed out at various speeds, and there'd be no "Just run over and get them back up in like 5 seconds" thing. But, you could, perhaps, carry their corpse out of the fray, and back to a triage unit, who could revive them in a matter of a minute or so. A "long time" compared to insta-rezzes of other games, but not very long when compared to their having to respawn back at the base and run/ride all the way back to the battlefield.

 

It'd be cool to see healing as a role, just not a "this is all you do all day" role.

 

Also, Warhammer Online had an interesting concept for a Healer. I think it was the Elven Archmage? You had pretty potent damage dealing capabilities, and decent healing capabilities, but it was all about balancing the two. In order to charge up effectiveness for your healing abilities, you had to deal damage, and vice versa. The more you healed, the more effective your next damage spell was, and the more effectively you dealt damage, the better your next healing spell was.

 

An Archetype/discipline like that might be interesting, even as a more minor healing role (instead of a 50/50 like the Archmage was supposed to be). Basically, your healing abilities would be more tactical and support-like, and less "you just get a ton of health back," and they'd fit into combat "chains" (like what's being discussed in the Combat Chat thread right now), with prerequisites for certain abilities/effects to become available to you.


This post brought to you by...
Lephys. Because everything's better with a smile facepalm.

Share this post


Link to post
Share on other sites

I think having a few healing skills that people can slot into is a great way to make choices ingame. However I would love to see healing that had diminishing returns. With the explanation that a body can only heal so much at one time. Something like 1.5 times your hitpoints in healing in a 3-5 minute period, have it be a debuff that halves healing effectivness at 1.0 times your hitpoints. .25% from 1.0 to 1.5 times and 0% at over that.

 

Of course percentages could be played with to get the right feel but having someone who heals and enjoys that playstyle should not just be told tough, get out.

Share this post


Link to post
Share on other sites

All they really have to do is not turn PvP into a frag fest and use the standard buff/debuff, food, drink and pots combo along with self HoT's. and "Soul Stone" items at "Control Points" that provide HoT effects in a narrow AoE which doesn't result in a broken PvP mechanic. No one wants to be stun locked for 3 seconds by effect with no way to escape and its easy to burn someone down in that 3 seconds no matter what.  Hopefully PvP will be a "Slow Burn" and managing timers and buff/pot/effect combinations will be a major part of the PvP meta.

Share this post


Link to post
Share on other sites

Crafted bandages and potions.

 

Buffs and debuffs that deal with damage transferring and mitigation.

 

Abilities to escape a fight, or coordinate with friends to help you escape using in game collision detection, like a screen in sports.

 

Certain regenerative over time effects on cool downs.

 

Meatier characters in general that don't die in ten seconds.

Potions that have a limit on reuse timer so that players can't just hoard up on them and spam them to stay alive. Also probably no potions or enhancements in the shop as I don't want this game to become a pay 2 win type of game. But as they have stated the shop will be all cosmetics so that allows me to sleep well at night! 

Share this post


Link to post
Share on other sites

I'd love a class dedicated to protection type spells. A Guild Wars 1 Protection monk is the best example I can think of. No direct healing really but brings just as much durability to a group as a dedicated healer. For example one skill you could use did something along the lines of over the next 10 seconds the next 10 attacks target ally takes can not do more than 50 damage per hit. It was fun to read the enemy and pre cast protection spells on the ally you guessed the enemy was going for.

Edited by Unnamed

Share this post


Link to post
Share on other sites

I think the big thing is that whatever form support takes, the contribution must be obvious. Effective healing is always obvious, people are going to notice their health bouncing around. Other support, even if just as critical, is not always so obvious; therefore it often goes unacknowledged.

 

How many times have you buffed someone's damage, and listened to them brag about all the damage they are doing without giving you an ounce of credit? Or buffed someone's defenses allowing them to take a beating without getting any credit at all?

 

Now I don't require encouragement to play healers or support, but nobody is going to want to play a class for long that goes perpetually unnoticed.

 

 

I think trying to trend away from real healers/towards shorter fights is stupid, but whatever form support takes it better be obvious or it won't be any fun.

Share this post


Link to post
Share on other sites

My two cents on the topic,

 

1) I really have hated any game where everyone could do everything. Please don't do that.

2) If there will be no healers I would like to see full fledged support archtype (Stuns, Knockbacks enemies, Mezz, Grapple allies, Repositionement skill, OOC recovery skills)

3) Having roles to fufill is great, don't take it away. Taking healing away and replacing it with crowd control doesn't change anything it's still the same result in the end.

4) I say keep a healer archtype in (tone healing down so it's balanced obviously) and add a CC archtype, then you add more depth to the game by having a CC and Healing role. The more roles there is to play the better and it's not like healers will be a must it will only be an alternative, open up different strategies.

Share this post


Link to post
Share on other sites

My two cents on the topic,

 

1) I really have hated any game where everyone could do everything. Please don't do that.

2) If there will be no healers I would like to see full fledged support archtype (Stuns, Knockbacks enemies, Mezz, Grapple allies, Repositionement skill, OOC recovery skills)

3) Having roles to fufill is great, don't take it away. Taking healing away and replacing it with crowd control doesn't change anything it's still the same result in the end.

4) I say keep a healer archtype in (tone healing down so it's balanced obviously) and add a CC archtype, then you add more depth to the game by having a CC and Healing role. The more roles there is to play the better and it's not like healers will be a must it will only be an alternative, open up different strategies.

1) You will be able to do everything

2) There will be healers

3) You can fill more than one role in CF, incuding healing and CC at the same time (see 1)

4) Archetypes are more basic than just Healing, CC or tanking.


 

This game looks like a larger scale version of marvel heroes so far with forts.  - nephiral marts 7 2015

 

Share this post


Link to post
Share on other sites

Havent ACE said clearly like 1000 times there wont be healer classes/Architypes they said they would look into some kinda of healing perhaps self or buffs but not actual healing?? I might be wrong but pretty sure im not


Hey just Shout Bremmen and he will, Rise and Destroy the people you wish decimated :o

Share this post


Link to post
Share on other sites

Havent ACE said clearly like 1000 times there wont be healer classes/Architypes they said they would look into some kinda of healing perhaps self or buffs but not actual healing?? I might be wrong but pretty sure im not

Nope.

 

They have said here wont be firehose healing a few times.

Achetypes are not THE defining trait of your character either.

Edited by Cirolle

 

This game looks like a larger scale version of marvel heroes so far with forts.  - nephiral marts 7 2015

 

Share this post


Link to post
Share on other sites

1) You will be able to do everything

 

So I will be able to viably, Tank, CC, Heal, Craft, DPS with my one character all at the same time? Id like to see a source for that.

 

I dont care that archtype can be cutomizable to do what you want to do with them within thier limitations, but I am fairly certain you cannot do it all on one character.

 

Did you not understand what I said?

Share this post


Link to post
Share on other sites

So I will be able to viably, Tank, CC, Heal, Craft, DPS with my one character all at the same time? Id like to see a source for that.

 

I dont care that archtype can be cutomizable to do what you want to do with them within thier limitations, but I am fairly certain you cannot do it all on one character.

 

Did you not understand what I said?

I understood.


 

This game looks like a larger scale version of marvel heroes so far with forts.  - nephiral marts 7 2015

 

Share this post


Link to post
Share on other sites

Well,I think everyone is on the right path with it ,but remember they didnt say "no healing" they said "no fire hose healers" I'm sure we will see the following.

 

1- ground placed "wells" that aoe heal.

2- cc or aoe attacks that also heal.

3-a siphon mechanic of some kind " in the alloy chart one of the metals has a life steal effect on it"

 

so I imagine its going to be alot of on effect type of heals.

Share this post


Link to post
Share on other sites

1) You will be able to do everything

2) There will be healers

3) You can fill more than one role in CF, incuding healing and CC at the same time (see 1)

4) Archetypes are more basic than just Healing, CC or tanking.

1) Not entirely. For example, I have seen Thomas Blair say in a couple interviews that the Knight is the ONLY Archetype to have a shield, and that no others will be able to use a shield. So, not everyone can use a shield. Also, Disciplines are not available for all Archetypes. I doubt the Minotaur Myrmadon will have access to as many Disciplines as the other Archetypes (if you look as Shadowbane, they only had access to 3 of those types of skills, whereas most other classes had access to, like, 10 or more).

 

2) I assume there will be SOME kind of healing, but I never saw ACE actually say that there WILL be healers, only that there WON'T be fire-hose healers. If you could send me a link to where it says there are healers, I'd appreciate it, because I'm excited if there are :D

 

3) It is true that you are capable of filling more than one role, but throughout gameplay you will most likely specialize in 1, and while capable of others you will never be as powerful as whatever you chose to focus your Advantages/Disadvantages, Disciplines and initial time on.

 

4) I'm not entirely sure what you mean by "more basic". I would think they're more complicated, seeing as the Knight starts off as a Tank, but could become a DPS or a Specialist if trained properly. 

Edited by shadowfang1992

Can we have a Bard? If not as an Archetype or Promotion, then maybe a Discipline?


i-3ZQNFxh.jpg

Share this post


Link to post
Share on other sites

1) Not entirely. For example, I have seen Thomas Blair say in a couple interviews that the Knight is the ONLY Archetype to have a shield, and that no others will be able to use a shield. So, not everyone can use a shield. Also, Disciplines are not available for all Archetypes. I doubt the Minotaur Myrmadon will have access to as many Disciplines as the other Archetypes (if you look as Shadowbane, they only had access to 3 of those types of skills, whereas most other classes had access to, like, 10 or more).

 

2) I assume there will be SOME kind of healing, but I never saw ACE actually say that there WILL be healers, only that there WON'T be fire-hose healers. If you could send me a link to where it says there are healers, I'd appreciate it, because I'm excited if there are :D

 

3) It is true that you are capable of filling more than one roll, but throughout gameplay you will most likely specialize in 1, and while capable of others you will never be as powerful as whatever you chose to focus your Advantages/Disadvantages, Disciplines and initial time on.

 

4) I'm not entirely sure what you mean by "more basic". I would think they're more complicated, seeing as the Knight starts off as a Tank, but could become a DPS or a Specialist if trained properly.

You wrote roll


 

This game looks like a larger scale version of marvel heroes so far with forts.  - nephiral marts 7 2015

 

Share this post


Link to post
Share on other sites

Huh?

You said we can fill more than one roll.

What kind of roll?

A cinnamon roll?


 

This game looks like a larger scale version of marvel heroes so far with forts.  - nephiral marts 7 2015

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...