Wandering Mist wrote: » @noaani This is a problem that GW2 faces and it makes having a dedicated healer quite pointless. Unlike raid fights in WoW, Aion and FFXIV, in GW2 most of the incoming raid damage is completely avoidable, meaning if the players know what they are doing they can defeat the boss without a healer. to add to this every class has dodges to avoid taking damage and a self-heal. It's quite sad that the "healing" spec isn't actually taken for the heals but for the buffs it provides, buffs that are passively applied through a normal dps rotation. This results in a meta where raiding teamcomps are fixed in order to provide all the necessary buffs and the general strategy is "stay stacked next to the boss unless you need to avoid some kind of highly telegraphed attack".
Wandering Mist wrote: » In all the other mmorpgs I have raided in, there is a healthy amount of unavoidable raid damage and mechanics to force the players to change formation. This helps keep the gameplay varied and the players engaged instead of just standing there spamming their rotation over and over without having to react to anything that's happening.
Damokles wrote: » Wandering Mist wrote: » @noaani This is a problem that GW2 faces and it makes having a dedicated healer quite pointless. Unlike raid fights in WoW, Aion and FFXIV, in GW2 most of the incoming raid damage is completely avoidable, meaning if the players know what they are doing they can defeat the boss without a healer. to add to this every class has dodges to avoid taking damage and a self-heal. It's quite sad that the "healing" spec isn't actually taken for the heals but for the buffs it provides, buffs that are passively applied through a normal dps rotation. This results in a meta where raiding teamcomps are fixed in order to provide all the necessary buffs and the general strategy is "stay stacked next to the boss unless you need to avoid some kind of highly telegraphed attack". Thats actually not the case... i dont know when you played GW2, but most if not all boss fights have damage auras nowadays. Thats why raids all stack in one position with a scourge necromancer. He can shield the whole raid and mass rezz everyone around him. A standard raid composition in gw2 is 2 chrono mesmer tanks, 1 scourge necro, 1 druid, 1 condi bannerslave, and 5 extra dps. If the necro is good enough (or has enough gear) you can switch out the druid for dps.
Neurath wrote: » Arenanet have been killing Guild Wars 2 for years. At the start of a game the raid content is difficult then the first conquerors come, then people cant match the gear, then noobs want the raids nerfed, then the company fears for subs and lowers difficulty, then the cycle repeats. This is why I left guild wars 2 and many other MMOs because the toughest pve content in the game should be a challenge. WoW created raid finder and all the WoW clones copied. It is not clear yet what the raids in ashes of creation are like but it is almost impossible to say that they will remain as born throughout the lifespan. Such is the bane of the hardcore and why you shouldn't judge an unreleased game with a game that has been out for years unless it is another WoW clone. Shalom.
noaani wrote: » Caeryl wrote: » noaani wrote: » Damokles wrote: » To be fair, all currdntly "known" abilities of the cleric are aoe in some regard, or require you to hit the enemy. This is one of the bigger red lights for this game for me, to be honest. If all healing is AoE, that means Intrepid expect everyone to be taking damage. This says to me that they have little expectatuon of structured groups maintaining that structure. Basically, they expect all geoups to end up like the average pug. I have doubts you’ve done much healing then. --- Anti-stack damage mechanics are a good thing, no fight should let someone parse like they’re on a target dummy if the point of it is to pose a challenge. If your group is required to soft stack to avoid overlapping damage, then you need AoE healing. --- Single target healing is boring and just whack-a-mole, only really useful for use on the tanks and off-tanks when you know they’re about to take heavy damage. Untargeted healing requires group coordination and good positioning. --- Edit: And if you don’t expect there to be any ambient damage, why bring a healer in the first place? I've broken your post in to four parts that I am going to address individually (This is easier than breaking it in to 4 quote boxes imo). Other than caster DPS, healing is what I have done the most in groups and raids. I've done a fair amount of tanking, I've done a shitload of DPS, but I've done a good amount of healing. Since I've been raiding in MMO's since the very early 2000's, that is a lot of healing experience. --- I never said AoE healing is bad, I said if all healing is AoE healing it is bad. These are very different statements. If there is enough healing being thrown around to keep a tank alive, and that healing is all AoE, that means every other player within range of that healing has literally no fear of being killed unless they take a single hit that is big enough to kill them in one hit. When playing a caster DPS, the size of the individual heals needed to keep the tank alive in almost every game I've played are bigger than my entire HP pool. If the tank is taking damage, and those heals are being thrown around, what is there for me to worry about? If all healing is AoE healing, that means mob AoE's are suddenly a worthless mechanic to add, as the healer need do nothing different at all. Rather than having to shift focus from keeping the tank up or performing the other tasks that healers do in some MMO's in order to cast a group/AoE heal, they simply need only carry on doing what they are doing, knowing that the heals they are casting for the tank will take care of that AoE damage. --- I've never played a game where healers have no abilities other than heals. If you are a healer in a group or raid and only cast healing abilities, you are a shit healer. If you have a debuff, you should be using it. If you have a buff, you should be using it. If you have a damaging ability, you should be using it. If you are doing all of that and still feel like you are playing whack-a-mole, complain to the developers of the shit game you must be playing. --- This is an odd question, the answer is obviously to keep the tank up.
Caeryl wrote: » noaani wrote: » Damokles wrote: » To be fair, all currdntly "known" abilities of the cleric are aoe in some regard, or require you to hit the enemy. This is one of the bigger red lights for this game for me, to be honest. If all healing is AoE, that means Intrepid expect everyone to be taking damage. This says to me that they have little expectatuon of structured groups maintaining that structure. Basically, they expect all geoups to end up like the average pug. I have doubts you’ve done much healing then. --- Anti-stack damage mechanics are a good thing, no fight should let someone parse like they’re on a target dummy if the point of it is to pose a challenge. If your group is required to soft stack to avoid overlapping damage, then you need AoE healing. --- Single target healing is boring and just whack-a-mole, only really useful for use on the tanks and off-tanks when you know they’re about to take heavy damage. Untargeted healing requires group coordination and good positioning. --- Edit: And if you don’t expect there to be any ambient damage, why bring a healer in the first place?
noaani wrote: » Damokles wrote: » To be fair, all currdntly "known" abilities of the cleric are aoe in some regard, or require you to hit the enemy. This is one of the bigger red lights for this game for me, to be honest. If all healing is AoE, that means Intrepid expect everyone to be taking damage. This says to me that they have little expectatuon of structured groups maintaining that structure. Basically, they expect all geoups to end up like the average pug.
Damokles wrote: » To be fair, all currdntly "known" abilities of the cleric are aoe in some regard, or require you to hit the enemy.
Caeryl wrote: »
Caeryl wrote: » The way you’ve framed healing is as a dps with buffs and a guaranteed burst heal, which is a flawed way to approach healing as a role.
Caeryl wrote: » Some should demand damage negation, others wide reaching AoE healing, others HoTs, maybe the starter raids push for just pockethealing the tank but that should be a minority of raids as it is very shallow experience.
glory wrote: » I know it's early and the mmo is set to have action/tab mixed. However, as someone who plays healer often, I do hope that most healing in the mmo is targeted. Action healing is not really my thing. I tried it in Wildstar also but the targeted healer was just far superior as a result of those critical heals not being missed.
Damokles wrote: » glory wrote: » I know it's early and the mmo is set to have action/tab mixed. However, as someone who plays healer often, I do hope that most healing in the mmo is targeted. Action healing is not really my thing. I tried it in Wildstar also but the targeted healer was just far superior as a result of those critical heals not being missed. You will be able to adjust the amount of tabtargetting and action combat up to a 75-25 adjustment either way. And if the hybrid combat totally falls through, then we will get tab targetting.
Caeryl wrote: » Damokles wrote: » glory wrote: » I know it's early and the mmo is set to have action/tab mixed. However, as someone who plays healer often, I do hope that most healing in the mmo is targeted. Action healing is not really my thing. I tried it in Wildstar also but the targeted healer was just far superior as a result of those critical heals not being missed. You will be able to adjust the amount of tabtargetting and action combat up to a 75-25 adjustment either way. And if the hybrid combat totally falls through, then we will get tab targetting. If hybrid combat falls through, a lot of the audience is going with it unfortunately. There’s not much way to exercise skill when everything is auto-aim, you just get zergs and bigger numbers wins
The way you’ve framed healing is as a dps with buffs and a guaranteed burst heal, which is a flawed way to approach healing as a role. As a heal style sure, but that style shouldn’t be the perma-pick for every raid. Some should demand damage negation, others wide reaching AoE healing, others HoTs, maybe the starter raids push for just pockethealing the tank but that should be a minority of raids as it is very shallow experience.
Wandering Mist wrote: » The way you’ve framed healing is as a dps with buffs and a guaranteed burst heal, which is a flawed way to approach healing as a role. As a heal style sure, but that style shouldn’t be the perma-pick for every raid. Some should demand damage negation, others wide reaching AoE healing, others HoTs, maybe the starter raids push for just pockethealing the tank but that should be a minority of raids as it is very shallow experience. @/Caeryl sidetracking a little but here but I've personally never been a fan of "pocket healing" in raids, and I'm glad that that particular stigma has more-or-less disappeared from modern raiding. When I'm raiding I prefer to be part of a healing team responsible for the entire raid rather than having dedicated "tank healers" and "raid healers". You touch on an issue that many mmorpgs face, which is giving healers something to do when the raid isn't taking noticeable damage. Vanilla WoW suffered from this problem a lot, where in raids healers would spend a large amount of time just auto-attacking with their wands because there was nothing to be healed. They couldn't even do a proper dps rotation in between healing because of mana restraints. So, what do you do to keep healers engaged throughout the fight? There are a few options. The first is to increase the incoming raid damage so that the healers are forced to heal all the time. The problem with this is that most healing classes aren't designed to spam heals for 10 minutes straight without going oom, and if you allowed them to do that there wouldn't be a point in having mana in the first place. The second option would be to allow players to dps in between bursts of healing. Modern WoW and FFXIV do this and in fact in the case of WoW mythic raids, the required damage output is so high that healers have to dps the boss as much as they can in order to win before the boss enrages and kills everyone. The third option is to put in utility mechanics that healers must do in between bursts of healing, such as CC'ing adds or supplying buffs/debuffs. The point is though that you can't expect healers to be spamming healing spells throughout an entire raid encounter, so you need to give them other stuff to do when they aren't healing.