Robtzu wrote: » The more exciting and engaging healing is, the more party wipes and deaths we will have. How much is acceptable? Should I expect to die often? How painful is death? Lineage 2 a death would set you back a lot. In some other games, we would die because it was a cheap teleport.
JamesSunderland wrote: » Robtzu wrote: » The more exciting and engaging healing is, the more party wipes and deaths we will have. How much is acceptable? Should I expect to die often? How painful is death? Lineage 2 a death would set you back a lot. In some other games, we would die because it was a cheap teleport. True, depending on how harsh the average exp/gear durability death penalty is Healer will be a class for those with a strong heart and those who crave adrenaline peaks. Lineage 2 exp death penalty was very harsh, having a healer with high level Resurrection skill that would recover a large amount of the exp lost was amazing.
PenguinPaladin wrote: » Im more concerned with: dps classes will not have the utility to provide support and healing. While the healing class cleric has a dps tree. I suport the segregation of roles, and dont feel the cleric should be able to do everything. But its more just a worry caused by how the classes seem uncertain, with them both trying to segregate roles, and saying the cleric has a dps tree, so really we just have to see how the classes really play out.
Mag7spy wrote: » Healing support classes were pretty fun in rift since you can do some DPS as well. I'd do arena and I'd top damage as a dps cleric type class. I'd take it with the classes in this game you are going to make some cool dps type healers as well.
NiKr wrote: » I'm too much of an L2 simp to want healers/supports doing any kind of dps. You balance the game around party play? Well then make it so that dps can't survive w/o supports and supports can't do shit w/o dps. Though obviously that kind of design would probably not fly in this day and age.
Azherae wrote: » There's 'social incentives' but you have to be careful about which ones you trigger. Making everything a situation where Tanks or Healers 'have to rely on DPS' or vice versa leads to situations a lot more like GroupFinder outcomes. It wasn't that way years ago, but it becomes that way quickly now, and the two social incentives are somewhat opposed. You don't want people to 'have to form a pickup group at near max size to be functional', because it forces impatient people to group with easygoing people and can cause internal friction types that lead to declines in sociability for both types.
NiKr wrote: » Azherae wrote: » There's 'social incentives' but you have to be careful about which ones you trigger. Making everything a situation where Tanks or Healers 'have to rely on DPS' or vice versa leads to situations a lot more like GroupFinder outcomes. It wasn't that way years ago, but it becomes that way quickly now, and the two social incentives are somewhat opposed. You don't want people to 'have to form a pickup group at near max size to be functional', because it forces impatient people to group with easygoing people and can cause internal friction types that lead to declines in sociability for both types. This is where my L2 bias shines the brightest. To me it's just too alien to even think about groups of randoms trying to find other people or whatever. I'm so used to "I have a group of people that I play with every day and our stack is set up in the way we want (with dps and supports requiring each other)". If you don't have such a group at the start of the game - you look for a guild to then find them there, or you find other people looking for your class and then you look for a guild who'd accept your group. And as I said, I realize that this shit doesn't fly because literally all other games are too "just make a group with randoms"-based. I was just throwing my 2 cents on the "healers gotta be able to do dmg too" discussion.
Azherae wrote: » When your 'common interest' is 'leveling up'/'clearing content', rather than 'hanging out in a place you already wanted to be', I feel there's been a loss. Do you think that it might be the weaker PvE that causes you to have this feeling? If you don't have an 'area that you find interesting/specific mobs you enjoy the experience of fighting for what they are', it might be less likely to view the 'Grouping' experience as part of the 'out-in-world' gameplay?
ItsmeToki wrote: » How about making healing a challenge by having to aim every single healshot/ability like as recommended with the combat system for ranged dps classes. It should be as challenging for healers to aim at their allys as ranged dps classes are aiming at the enemie players. Since everybody is talking about action combat and how skillfull it is just make everything action combat oriented. Ah and let those healing abilities only do high amounts of healing and have a decent range, if you have chosen the action combat version over the tab version. Cause tabheals would be too easy to land etc... Lets get rdy for some hate
ItsmeToki wrote: » How about making healing a challenge by having to aim every single healshot/ability like as recommended with the combat system for ranged dps classes. It should be as challenging for healers to aim at their allies as for ranged dps classes it is to hit enemie players. Since everybody is talking about action combat and how skillfull it is just make everything action combat oriented. Ah and let those healing abilities only do high amounts of healing and have a decent range, if you have chosen the action combat version over the tab version. Cause tabheals would be too easy to land etc... Lets get rdy for some hate
Leiloni wrote: » We had a lot of good discussion on page 1 of this thread on various ways to do action combat healing and how it's been done well or poorly in other games. Re-read that page and let us know your thoughts. I will say, though it can't be too difficult. Healing needs to be reliable for a lot of reasons so while skill should be a factor, aiming skill can't be too hard.