Matty robes weren"t especially good, they were just favorites because they were the easiest thing to bane back when the hardest-hitting thing in game was the tuskers. But let"s see... aa/a/a/ba/u/a/u 40 AL?Ukerric said:Why do I suddendly have a flashback of Item magic with Mattekar Robes (if you don"t know what I"m talking about... that"s only for Asheron"s Call old timers)
There would be positives and negatives, but the negative would never be "we can"t do this" as long as the group was at least somewhat diverse (not saying a group of all Rogues or whatever should be able to do all content). For example, if you have a Monk tank he"s probably going to be playing more defensively than otherwise, and your Bard or other support classes are going to be focusing on buffs that play to his strengths or shore up his weaknesses. Or maybe you"ve got a Necromancer healing, which is a little slower than a Cleric, your tank will want to play very defensively as well instead of being able to do more DPS like he might with a Cleric. Things like that are all you need really to keep things interesting, and if designed properly people wont feel like they always need a specific set-up.Gecko said:I think there should be positives and negatives for bringing different classes. Choices and fun should weigh more than making things so vanilla the goal is just to get any 25 with 16 DPS, 6 healers, and 3 tanks of any variety.
Really, what they are talking about is what EQ2 did at release. They should check out how that worked out before making that change.
That"s just the same thing with a different skin. You already have various heals to use for different needs in WoW (well, sort of, I guess that could be debated for classes like Paladin and Shaman... but they SHOULD). Also, while what you"re describing is an attempt at different, you have to ask, is that really fun? It sounds annoying to me.Palum said:I always thought healing could be made a bit more interesting if healers had to respond to specific circumstances and injuries instead of just managing whack-a-mole mods while trying to avoid AoEs. For instance, a shaman could use a "Flame Spirit" to cause fire damage or cauterize bleed effects on a player. A priest could "Clear Mind" to grant a combat bonus or counteract a head injury. A druid might use a regeneration spell to restore a lost limb or flesh.
The people who want to sit back and heal can fuck themselves, IMHO. There should ALWAYS be something to manage besides mana vs health bars. Good healer shouldn"t be "spam the person taking the highest dps!"..Good healer should be someone managing something, be it combat vs healing, debuffs vs healing, their life vs healing, etc..Grave said:That"s just the same thing with a different skin. You already have various heals to use for different needs in WoW (well, sort of, I guess that could be debated for classes like Paladin and Shaman... but they SHOULD). Also, while what you"re describing is an attempt at different, you have to ask, is that really fun? It sounds annoying to me.
I think instead of trying to reinvent healing, something could be done to simply make it more fun by looking at the mechanics behind the classes. Make all of the spells interesting and fun and try to get away from simple "Heals for X health" spells. Chain Heal is cool because it"s good on a single target but also has a chance to heal others. I think stuff like that should be played around with and applied to nearly every healing spell. Classes like the VG Blood Mage are another good way to go, but there are people who prefer to just sit back and heal, so I wouldn"t make all healers combat oriented. Still, things could be done to make them more interesting too.
I said it wouldn"t work in today"s MMOs. I imagine a more fluid combat system with large battles and people having to react to situations which aren"t scripted, like your "tank" losing his shield arm because he didn"t block an attack or someone getting lit on fire by flaming debris falling from the sky. Obviously many people still enjoy stabbing giant-things in the ankle 187,000 times for some reason so it will probably be awhile before we see any real innovation in the genre that doesn"t turn into a failing niche title.Grave said:That"s just the same thing with a different skin. You already have various heals to use for different needs in WoW (well, sort of, I guess that could be debated for classes like Paladin and Shaman... but they SHOULD). Also, while what you"re describing is an attempt at different, you have to ask, is that really fun? It sounds annoying to me.
You mean like cure disease, cure poison and dispel magic?Palum said:I always thought healing could be made a bit more interesting if healers had to respond to specific circumstances and injuries
I get that was the point of your post, but I"m simply curious as to why you and others think moving away from healing is at all necessary.Zehn - Vhex said:Because that would defeat the point? If you"re looking to remove targeted heals, which was the point of my post....you can"t achieve removing target heals by leaving targeted heals in.
Fewer people like to play them because usually the mechanics are not fun and there is often less glory involved in healing than there is tanking or dpsing. If you hybridize the classes more this becomes less of a problem. What if Holy Paladins in WoW healed by DPSing like Ret, procing crazy group heals and rune-like damage absorbing buffs? Maybe some cool extra healing effects when they crit with an offensive attack? You"d have a lot more people playing healing Paladins then, without the need to restructure the entire game because you removed healing altogether.Araxen said:Fuck healing classes. They need to go. I was one of the first to post that they need to go away a couple weeks ago and basically got laughed at. MMO"s need to do what Diablo did and let people take care of their own healing. I"m sick of every mmo relying on a class that few people like to play and it needs to change.
lol. Grats on skipping like the past 2 pages.Camerous said:I think the best way to do healing is like this.. make healers DPS classes and make it so their heals are group wide. As they do damage they also heal their groups. This way you can concentrate on fighting a mob while at the same time healing your group. The more damage you do the more your group gets healed.
Which is (part of) what I was getting at before I had two pages of people yelling at me for unoriginal discussion (yet apparently suggesting we remove healers is perfectly ok).ToeMissile said:Anyone that hasn"t, should get the Vanguard trial just to play a Bloodmage.
Vanguard - Trial Download