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*shrug* Such is life.Azrayne said: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).
*shrug* Such is life.Azrayne said: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).
May as well just give everyone heal pots and be done with it then.Zehn - Vhex said:You mean like cure disease, cure poison and dispel magic?
It"s gonna be whack-a-mole regardless.
Your best bet is to just move away from healing altogether. The best heals are the ones you don"t have to manage/babysit. You want to know my favorite heal as a paladin? Judgement of Light. I cast it once, it heals the entire raid for 20 seconds, done. I can do other shit while it works it"s magic.
I don"t have to spam the MT with a cancel-cast macro, I don"t have to keep my eyes glued to 25 little squares on my screen. I can play the fucking game.
So let"s roll with that instead eh? How about I drop a barrier somewhere on the battlefield and anybody standing between it and the mob takes less damage for the remainder of the fight or unless I move it? I cast a buff on the MT that absorbs 20% of the damage he takes until i cancel it or cast it on somebody else.
Anyways...
There"s your basis for a non-healing game as well. Just a bunch of "absorbs 20% of damge" buffs and the like for your support-classes. Nearly all positional. Fire and forget and unless you have to change where your buffs or who your buffs are placed on you spend the rest of the fight dodging void zones and killing the mob.
Curt has said in a number of interviews that he is a "convert" to having fun rather than being EQ type hardcore nowadays.Draegan said:You know if it"s actually a good game that there will be graphic novels, books, and toys involved. Of course they actually have to make a game that doesn"t suck.
Hopefully Curt doesn"t try to interject some of his more hardcore, I still love EQ, tendencies.
I was wondering personally how a system similar to the current fantasy model would work if it allowed health regeneration during certain fights, coupled with the character"s abilities for a self-heal, damage prevention (buff to self/debuff to mob) or other characters healing/protecting them. The biggest problem with that model, however, is that one or more characters would be so focused on healing that they would be left out of the true enjoyment of combat (like the current healer in group issue) - unless healing were spread out among almost all of the group (defensive targeting). Some people wouldn"t be wild about mandatory healing, though, so we"re back at square one.Flight said:Curt has said in a number of interviews that he is a "convert" to having fun rather than being EQ type hardcore nowadays.
I wonder in Salvatore"s first book how long the hero will spend putting the raid together to kill the final boss, due to not being able to find enough healers....
lol@ the book. As for the rest, proof is in the pudding. If the game sucks I get to laugh at Blackguard for being a carebear.Flight said:Curt has said in a number of interviews that he is a "convert" to having fun rather than being EQ type hardcore nowadays.
I wonder in Salvatore"s first book how long the hero will spend putting the raid together to kill the final boss, due to not being able to find enough healers....
Healing/damage prevention needs to be item- as well as class-based andactually matter. Scrolls and the like need to be able to effectively mimic/match current DIKU healer abilities when combined with class abilities, and be stackable to a degree.Flight said:The one thing that needs to come out of this debate is that having dedicated healing classes is nothing more than a design decision.
Spot on. And going back to the Baal analogy, it could be the Sorc, the Amazon, the Druid or the Necro that uses any one of a series of abilities that dictates the encounter, rather than it being the tank taunting the mob into the best position every single encounter.Draegan said:Healing allows designers to do different things with encounters. If you just have damage takers and dps and you"re in a DIKU setting, it becomes more tank and spank race. However if it"s non DIKU and more of player controlled environment (i.e. action-game control style) where you"re actively dodging and blocking and damaging then yes it becomes more interesting. There are all sorts of things you can do, just think about Zelda dungeons that are larger, more complex and with 9 other people.
EQ was just a graphical MUD. But we know this. UO didn"t have healers because it was a skill based system so there weren"t any classes per se. It wasn"t generally refered to as a PVE-Raid game though either, so I don"t think you can use that as an example.Flight said:The one thing that needs to come out of this debate is that having dedicated healing classes is nothing more than a design decision.
Everquest created the main tank / healer concept in 3D MMOs; the fact it is used in nearly all fantasy MMOs since is purely a decision to follow that model (I"d suggest a subconscious decision - most folk take it for granted it HAS to be done this way, which isn"t the case).
Ultima Online didn"t use it (even though a number of the design team were DIKU players), Diablo didn"t use it and original D&D used it sparingly (Clerics were designed to spend most of their time in an offensive role, not to be healbots).
People don"t force content through a holy trinity, rather people are used to that sort of game play in a fantasy RPG environment. It"s a staple, just like running backs, wide recievers and quarterbacks are a staple of football.Just a speculation: Do you think group makeup is forced into the holy trinity to retard progress through content? And do you think those types of limitations are required in the current MMO environment?
Some of those things are true, though not all of them. The point is that the only thing that separates those games from EQ is a design decision to not include a dedicated healer as a required class.Draegan said:EQ was just a graphical MUD. But we know this. UO didn"t have healers because it was a skill based system so there weren"t any classes per se. It wasn"t generally refered to as a PVE-Raid game though either, so I don"t think you can use that as an example.
Diablo is a single player game that evolved to allow multiple players to play together eventually. Blizzard didn"t really have to balance classes in reference to each other but vs. the single player game. They intended that each class be able to beat the game single handedly. In an MMOG, "beating" the game is usually done with other people. So you balance gameplay with the balance of other character power being present.
D&D healing was extreme amounts of downtime after every fight. Which is fine since the main point of the game wasn"t fighting! It was the story/adventure.
I think we are all largely in agreement in a desire to see some "form" of healing in the kind of MMO being discussed.Draegan said:Healing is necessary in a DIKU style game in some form.