Guild Wars 2 Thread, No dedicated healers in Featured Games; So I'm looking forward to this game and I'll most certainly buy it, but this ticked me off alot "no ...
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Cyber'd Up
No dedicated healers
So I'm looking forward to this game and I'll most certainly buy it, but this ticked me off alot "no dedicated healer" wtf is that all about? Instead you've have every1 able to do abit of healing, which will mean that either pugs are going to fail cause everyone either don't wanna heal or heal at the exakt same time then going back to dmg meaning the tank will only get healing once every 30 seconds which will lead to more frustration than normaly in pugs.. Or we'll see content so easy that you can pretty much roll through it without almost healing at all which will lead to us hardcore player breezing though it and get bored.
So what do you guys think? Might this "break" them game? Have no effect at all maybe? I'd like to know what ya think.
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Delta Jock
That is weird, didnt play gw1 so idk the mechanics in it either, hopefully it works out some how, it would be nice to have tanks and healers cause its more manageable tho. I agree with what you are saying, it does make u wonder how everything is goin to work.
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8 bit King
There was a healer in the first one. I think it actually shows that it's more of a Dungeon style RPG then MMO. We will see though.
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Dabbler
Well. The first GW was all instance based really. No open world. GW2 is supposed to be open world, so i would hope there is a dedicated healing class. Im sure there is tho. I always play healer and thats what i'll be playing =) Cant wait!
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Cyber'd Up
Gues it is my fault that I didn't link it but I thought people trusted my word on this forum :P
Anways:
Healing and Death | Guild Wars 2
"That is why Guild Wars 2 does not have a dedicated healing class."
Couldn't be more clear than that. Right now there is no Dedicated healing class and they do not plan on adding one either.
They plan on you taking away the dmg before it is done instead of healing up the dmg. But that is what healers are all about that is a big part of what is fun for me when I am Healing, to look at health bars, choice what skill to heal with to maintain mana and get the best healing per second. And not to prevent dmg by doing a wind wall around a member of the team.
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Bopper
if they're really trying to "break the mold" of MMO's then i cans ee then trying to do this, but part of this does sound like carebareish >.>
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Delta Jock
If u read that article there goals are simple, they want players to be proactive and not reactive, there are healing spells to back up heal when things dont go to smoothly, and they also have big focus on control. They want you to be able to control the battlefield. Put up barriers, slow enemies down and mitigate damage. Like they said, healing means u are already losing.
Idk if it will work but time will tell i guess.
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Core - COMPLETELY FOOKING NUTS!
Looks like everyones going to be huddled around the spwn points like in AoC lol Let the spwn camping begin!
Squirrellies Steam ID: Jogaijin
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Cowboy

Originally Posted by
Squirrellies
Looks like everyones going to be huddled around the spwn points like in AoC lol Let the spwn camping begin!
you mean ganking nooby island LOL?
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Core - COMPLETELY FOOKING NUTS!
Sorry.. I was thinking of Keshatta. After reading the full article I realized it's not the spwncamping I thought it would be.. it's the Age of Croud Control lol. this is one reason combat systems fail in MMO's:
In Guild Wars there was Knockdown, Interrupt, Weakness, Blind, and Cripple, to name a few. We wanted to build upon what we think makes control such an important part of dynamic combat.
Control is the only thing versatile enough to get away from the rock-paper-scissors gameplay of other MMOs. It's healing when you need it, its damage when you need it. It is the glue that holds together our system. From controlling movement to controlling damage, there are tons of exciting dynamic scenarios that control can set up. You can use a stun to save an ally or to finish off a fleeing enemy. Immobilize that warrior to get away from them, or use it on an elementalist to close in on them
So focuz fire means 1 person or a few people dont get to play every fight.. cuz first you're KD'd, then Stunned, then blind, then snared weakened & crippled, then if you're not dead, you're Knocked down again.. CC was the stupidest part of all MMO'.. and they're making it the cornerstone to thier combat system.
Let's stop here for a moment and point out how these damage types aren't mutually exclusive in any way. There are projectiles, AoE projectiles, AoE projectiles that apply damage over time, etc. Try shooting a spread of seven arrows through a wall of fire--it works wonders for roasting up a set of attacking monsters or enemy players.
Sounds great IF and ONLY IF friendlyfire(FF) is enabled, the enemies can shoot arrows thru the same firefield and gain the same effect, and CC's are negated by damage. Otherwise you have the warrior AEstun, elementalist AE firefield, AE healingrain, and the ranger AE spreadshotting even tho they're all standing in fire burning with arrows flying thru them.
If someone throws up a firefield to run away, wouldnt it be great to use it against them by pulling out a bow and shooting and arrow thru thier field and using thier own damage against them? Or if they're going to throw up some AE spell, wouldnt it be great to Knock them back into it?
Squirrellies Steam ID: Jogaijin
50 Robo 50 Recon
50 Medic 38 Assault
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