Quote:
Originally Posted by Gaereth The need for massive healing during a fight creates a situation where or more people must provide that healing. Its not dynamic, its not responsive, its whackamole with hp bars.
Now...if you switched things a bit and still had the possibility of people receiving that much damage but gave healers mitigation abilities, directional shielding, blocking, etc, etc then the healer is fighting what the monster is doing instead of fighting what the hitpoint bars are doing.
The healing role has been turned into a health battery more than anything else. You fill people up. If you were to change it so they protected people from going down in a dynamic and fun way then you would be doing well. |
This is the key right here. Make healing a bit more fun rather than stressing about which health bar is about to go down to nothing, essentially playing whack a mole. And then maybe you wont be LF Healer for a hour. As a healer youre totally removed from the combat/encounter and just staring at your health bars. And only the very rare player wants to do that shit over and over.
Its also a thank less job. No one reaches around when you whack a mole better and everyone lives, but youre usually the first one to get bitched at when you wipe.
I also like the trinity in these games but it needs to be balanced and thought out better so everyone is having a good time, not just the DPS department. For instance the Defensive target idea in Vanguard helped healing tremendously. The idea of "cone" type healing, group heals, or AE healing, so you dont have to pay such close attention to the individual bars. Shit like that goes a long way to make healing more rewarding and less of a chore.