A discussion of what I consider compelling Healer gameplay.
Comparisons (in responses) will generally be FF11 vs FF14, and Ashes Alpha-1 extrapolation vs Neverwinter.
So recently some topics have brought up the fact that in many games, the healer's gameplay is very reactionary. The thing that is treated as 'skill' is 'noticing that damage has happened and clicking the anti-damage ability'. Fail to click it and people die (Neverwinter).
This doesn't work well in Action games I think, because it's binary, and if a player misjudges something and the healer wasn't expecting them to misjudge it or fail, it's easy to blame the healer for not healing enough, particularly before the player has learned that the thing they did was a mistake (Overwatch).
There are other things I consider the job of a 'Cleric' or 'White Mage' (notice I don't say Healer here) which are explicitly buffs, but many of those are just 'hitting the anti damage ability before the damage'. For many games, these have to be easy to predict, to avoid passing the average player's difficulty threshold, for those to be easy to predict. I don't want to discuss those in this thread too much.
- For healing to be compelling to me, Cleanses need to be part of the class that does it. Otherwise I am just playing a character that sustains. Because 90% of debuffs don't need to be cleansed, they just lower performance of the group if you don't.
- Additionally, if I need to choose between healing HP and removing a debuff or status, but the HP damage doesn't imply that death is imminent, this is a judgement call based on what else is happening (best example is any defense debuff on the tank)
- I also like when I can get some benefit from specifically choosing to not use a particular healing ability for healing, whether that's 'using it to do damage' or 'using it to trigger something else' (e.g. FFXI Divine Veil, which allows you to use a skill normally meant to increase an HP healing ability, to instead make your status removal AoE).
- I don't mind games where three different problems are presented to the player at once and they must choose a priority order for resolving those problems within 2 seconds or less.
I feel like recent games have moved away from these. I have many unfounded opinions about why, but I think we can mostly agree that increasing the mass appeal of games involves making them easier, almost by definition.
This means I associate 'normal' MMO gameplay now with 'none of the above' until endgame, and certain games (Neverwinter and FFXIV) don't even start doing those at that point for most content. It's still just more 'see HP bar drop, click healing button'. I watched a video awhile on the Neverwinter one awhile back that I'd link for those who aren't familiar but I can't find it now.
I've basically concluded in my time that if a game doesn't throw enough debuffs at a group to make the 'Healer' have to make a choice, it's not going to interest me. And if all debuffs are removed using the same cleanse, or worse, 'Choose one to remove randomly, or press a button to remove two or three to make sure', I'm going to like it even less.
Other games are usually 'Hey Healer, pls also do action game stuff and also occasionally hit your anti-damage button', which I think has become a default for 'compelling'. Sometimes you get an AoE ground target Regen. These are okay.
Basically if the game does not make me ask the Title Question, it hasn't made me feel like a 'Healer'. Ashes hasn't actually implied this even once yet. There's hints that it might get there, but nothing concrete about the 'direction' they want to take with it.
There. Status removed.