virtek wrote: » For me, this post reminded me of thoughts on Bard, specifically. I'd like my support class to feel like the major power is from the support abilities. They should spend 90% of their time taking supportive actions. I was thinking of a multi-level casting solution. Something like the below:Stage Set (maybe a stance change?) - Single power cast or lengthy ticking action Opener (Optional) - Alters base single-target spell into AoE effect (could potentially be an additional "stance" choice?) Performance - Choice between heal, damage, buff, debuff, crowd control ability to cast Finale (Optional) - Activates AOE spread of ticking effect already cast Multiple layers will provide a dynamic feeling to performances, optional components would add resource demands and flexibility to the end-product. Maybe some abilities that spread and/or refresh other hot/dot effects applied by party members?
That just may be some difference in the era of WoW we are talking about. I only played vanilla and TBC and thus that's what I'm referring to. I didn't feel like there was much healing spell selection for the most part. The skill-cap of knowing what spell to use was very low & easy to achieve and knowing damage patterns was rarely ever actually relevant if memory serves.
neuroguy wrote: » Fair points, but I think I have equally fair rebuttals ;D. I think perhaps the sharing of responsibilities may have been overstated. In general it is very much the responsibility of the healer to select the right heals. If the fight requires high mobility from your ranged dps, then maybe it's not a great idea to cast the heal that only ticks when the target is stationary on your ranged dps. But why shouldn't the party be expected to be mindful of a healer's healing mechanics? I think a lot is just based on convention and what people are used to. Tanks for example are used to having no autonomy on the threat generation of DPS classes (and DPS classes are expected to be mindful of the tank's role), and players have to be cognizant of their positioning to take advantage of totem buffs. I don't see any problem with asking players to be mindful of how to optimally take advantage of the healer's spells. It may feel confusing when people start the game and are familiarizing themselves with the classes but I'm sure totems and auras etc also had to be explained to players when WoW was first released and people just now take for granted that they understand how to optimally take advantage of the mechanics of other classes for their own benefit. And perhaps I overstated the importance of party/raid use of such spells... I don't think balancing should be done around optimal use of spells like the healing well I described but if you are pushing hard content and your healer might go oom, using the well optimally vs not may save the healer mana and give the party that much more chance of success. Now in terms of the communication, I recognize that it can get very chaotic very fast if too much communication is demanded in combat but I mostly meant communication around the toolkit that the healer in particular is bringing. If I explain to my party before a fight "hey, this is how to maximize my healing effectiveness..." based on my augments and personal preference of spells to use for this fight, that would go a long way I think. Like I said, it allows class design to dictate strategy as much as boss mechanics. But I do get the fear of requiring too much communication on coms, I just think that's more of a content difficulty balance concern. If a healer can't heal a player because they don't know where they are there are still ways to figure it out without coms haha, so unless that player is in imminent danger of death it may not warrant verbal com in the moment but may earn that player a scolding between wipes :P.
Wandering Mist wrote: » Monk healers are particularly interesting for me, since they have spells that alter the functions of your other healing spells, meaning you have to think about the situation a bit more and decide which healing spell to alter.https://www.wowdb.com/spells/116680-thunder-focus-tea
Nagash wrote: » I just hope the summoner can be played a hybrid suport
danada wrote: » Wandering Mist wrote: » Monk healers are particularly interesting for me, since they have spells that alter the functions of your other healing spells, meaning you have to think about the situation a bit more and decide which healing spell to alter.https://www.wowdb.com/spells/116680-thunder-focus-tea I've been wondering if you played a mistweaver ;D
Wandering Mist wrote: » They are by far the most interesting healing spec to me
danada wrote: » Wandering Mist wrote: » They are by far the most interesting healing spec to me I wish I had geared up my mistweaver for BFA. I concentrated on my shaman for the beginning because they're my favorite class in general, but mistweaver healing sounds more interesting to me. I really didn't want to bother to gear up a second character.
consultant wrote: » would like to see healers with some croend control.. Root or slow could be used to slow one of the mobs being pulled so they are late to the fight so the first mob could be dead by the time slowed monster gets the the tank. Works in pvp also just a little different. But if there is already another class with that role then there is the possiblity of having an interupt ability. Plus if they could have a speed buff that could give or use on themselves that would help people run out of danger pretty useful in my opinion. This way healers will not be all heals. Some tanks are really good know how to pull and time their abilities just right. Plus some really good groups help the tank out a little with pets and stuns and disarms and buffs. This may make a healer feel less involved cause does not have to push their skills to the limit to keep tank alive. Basical tank always has a nice pool of health- So intead of nerfing the tank (design mistake in my opinion cause not all groups play at that level) Healers or support class should be able to set up their toon to do little more dps and maybe have some utility abilities and then during the boss fight change to a setup that puts out more heals. Personally when I started tanking I was over cautious and would pull one or two mobs and some times I would get really good healers and was near full health most of the time so the healer would just start pulling everything to feel more involved and do actual healing.
neuroguy wrote: » virtek wrote: » Stage Set (maybe a stance change?) - Single power cast or lengthy ticking action Opener (Optional) - Alters base single-target spell into AoE effect (could potentially be an additional "stance" choice?) Performance - Choice between heal, damage, buff, debuff, crowd control ability to cast Finale (Optional) - Activates AOE spread of ticking effect already cast I like it . Monster hunter world has a support weapon (hunting horn) where you play different notes which accumulate into a "song" that provides a buff. Different song, different buff. That could allow the flexibility in the "performance" you mention. I think it's a cool idea to have a modular process where in each stage you need to make choices with certain effects and you can't undo it until you finish this sequence and start a new one (similar to cooldowns). The one issue I see is that since the whole process may take a while, it fails to be time sensitive so you might just be going through the motions without any chance to interact with events or having to time particular things very much.
virtek wrote: » Stage Set (maybe a stance change?) - Single power cast or lengthy ticking action Opener (Optional) - Alters base single-target spell into AoE effect (could potentially be an additional "stance" choice?) Performance - Choice between heal, damage, buff, debuff, crowd control ability to cast Finale (Optional) - Activates AOE spread of ticking effect already cast
Damokles wrote: » My ultimate support healer would be something like a fistweaver monk from WoW combined with some more tankyness, where you would have actual melee skills that buff/heal your allies. Good thing is that Steven already told us that this will be most likely possible ;D (some examples for bard skills sound a ton like chanter from AION or fistweaver from WoW)
danada wrote: » Dayuhan wrote: » I hope the support characters receive experience for their support. So many MMO's only reward actual combat - or give only "participation" rewards to the support characters. I would like to see support roles have their own unique support rewards apart from the combat experience. I don't quite understand what you mean by this. As far as I know if you're partied up with people and perform a support role in the group (healing, actively buffing/debuffing, etc) you get experience just like everyone else. I guess I'm not really clear on what you mean by support rewards apart from combat experience. Supports will still value combat exp because that's going to be how we level up just like everyone else...
Dayuhan wrote: » I hope the support characters receive experience for their support. So many MMO's only reward actual combat - or give only "participation" rewards to the support characters. I would like to see support roles have their own unique support rewards apart from the combat experience.
consultant wrote: » Well one really cool ability for healers i think is An ability that tells a player that they are standing in the fire and need to move I mean no point in healing someone standing in the fire. Could be a flame over their head and could make toon say somethign like I smell something burning. But healers naturally know when boss enrages cause they have to heal more and are waiting for it do heals could be given another ability to signal the party to use defensive cool downs and or us offensive cool downs to burst down enraged monster. Kind of filling the role of command and signal. I know that world markers and icons could possibly be used to do the same thing but if healers were given custom abilites that would make them feel more involved.
consultant wrote: » Also voice chat does make icons and world markers redundant.