consultant wrote: » Also voice chat does make icons and world markers redundant.
Wandering Mist wrote: » consultant wrote: » Also voice chat does make icons and world markers redundant. Not really. A good leader will utilise both icons, world markers and voice chat to make things go as smoothly as possible. It's far easier to say to a raid "all stack up on the red marker" than "all stack up to the left of the boss" for example. Raid markers and icons are tools that should be available to the raid leader, who may not necessarily be a healer.
Wandering Mist wrote: » This will sound a bit silly but anyone who has watched the anime "log horizon", the Enchanter and Bard skills in that are the sorts of things I'd love to see in this game.
consultant wrote: » Well Xcom Enemy Unknown had pretty good support class and one or more of the devs are on our team so be pretty cool to see something like that. The supposrt class healed provided cover and defense with smoke granades did enough dps to finish aliens provided pretty well rounded. For For Ashes of creation there could be a mist of obscurement, buff or debuff to be applied and extra damage on toons less thant 30 percent damage and mobs to.
leonerdo wrote: » I just hope that the engine and encounter design are set-up so that healers can actually save people's life on reaction rather than just being heal batteries that have top the party off every 10 seconds. To be specific, I guess there's two parts to that opinion. 1) Healers shouldn't be constantly healing; instead they should be DPSing and doing mechanics just like everyone else. Healing should only be necessary every ~20 seconds or so, or when other teammates are getting themselves into trouble. 2) Healers should have the power to erase/stop mistakes if they react quickly and appropriately. (And not just by rezzing.) That's the whole healer fantasy, imo: You're there to support your allies when they mess up and get into danger. So I'd like abilities like big, quick shields (on a long CD) that you can use to save someone who forgot to dodge. Alternatively, it's cool when bosses have punishing but "fixable" mechanics, like hard CC that needs to be cleansed quickly to save your allies. I just don't want the design to be the plain old "People are constantly taking damage, so keep healing," or "People are gonna take a lot of damage twice so top people off before the second hit." I mean, those are fine mechanics as a baseline, but I'd like for other stuff to be thrown in to keep me on my toes as a healer. Stuff that actually feels like I'm pulling people out of danger, rather than just filling HP bars like a waiter going around filling water glasses.
Narys wrote: » Personally I would like to see a variety of different play styles and types within the system, so Healers that can specialise in Heal Over Time, Burst Healing, Damage Mitigation and possibly even a Heal through damage type augment (I used to love the Chloromancer in RIFT).