Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Increase Range of Healing Spells
The current 30-meter range for healing spells provides too little flexibility in large-scale PvP scenarios. It forces Clerics to position themselves centrally on the battlefield, unlike other ranged classes that can operate from safer distances. This makes it more difficult to support melee allies or reposition safely during sieges. Additionally, it limits tactical variety by encouraging group clumping, reducing strategic diversity in engagements.
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What needs to be done is to give both Clerics & Bard if chosen as primary archetypes a passive that reduces all damage beyond 25 meters by 30-50% and that 20-40% of all direct damage is taken over time; creating a debuff on them (similar to stagger for monks in wow).
-- This will help prevent easy cases of healer sniping.
-- Make it so healers don't just die in seconds if they get close to the front.
The offensive forces of any army should know when to engage and when to pull back so this doesn't turn out like all other MMO where attackers just blindly fight because the healer can safely heal them. This will actually create strategic diversity.
You have to look at how wars are fought in real life, medical stations are not all in the far back completely safe from danger. There are 5 levels to a battlefield when it comes to medical,
level 1 - the actual front where shots are being fired, has combat medics that help with quick patch-up so Soldiers don't die there and fall back for care.
level 2 - midpoint between the front and the rear, its midpoint but it's still very close to the front line; this is the damage control station. Where Soldiers with quick patch up from medics on the frontline go to, so they can take care of life-threatening injuries to make it less worse. It's less worse and not cured because anything critical will go back to the combat hospitals or completely out of the battlefield. They also need to be mobile enough to move along with the changes in the frontline.
level 3 - this is the rear, where the combat hospitals are at; this is where most patients are taken care of and many in critical situations are handled unless it's so bad that they need to be moved to an actual hospital out of the battlefield.
level 4 - actual military hospitals that are out of the battlefield and either back in the home country or allied country.
Healers in mmorpg should be in level 1 and level 2, level 1 are those in the front fighting along the melee where they are providing damage mitigation to prevent complete death so those players can fall back to the range players. Where these healers will heal players enough so they can go back into the frontline. This will make it so dps players will actually have to think and not just tunnel vision their way through.
Due to many developers not knowing anything about how medical units operate in war, we got what we got; where there is zero strategy to fights aside from 1 group attacking one and the other at another location while people can just completely ignore danger because the healer is very far in the back just keeping them alive.