Vypie -> RE: No Priest/Healer? (12/9/2016 8:16:05)
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Another reason is that having pure healer class would make the game very unbalanced. It would make every boss battle stupidly easy. With one or two healers(depending on the fight), you could basically guarantee victory, even if it means sacrificing on damage dealt. Bosses would never pose a threat anymore, until mana ran out, that is. But you can just add a third healer to help ease your mana consumption, and mana regen may sustain all healers indefinitely. To counter this, you can always make the bosses hit VERY hard. Then, the healers have to work harder, and will run out of mana at some point. But then it makes any other class setup underpowered. This would make healers/tanks mandatory. And its not fun to have a super easy battle while you have mana, to then suddenly have your tank die in 3 hits, followed by each team member dying in two or less, because you ran out of healing. This happens in 'Word of warcraft' - The tank dies, and then there's no fight back: Everyone else is basically one-shotted in seconds. Its not a fun thing, to lose your mana. But lets say healers have mana regen to sustain themselves indefinitely. (Like World of Warcraft nowadays) Now you can just keep the tank and the group alive as long as you want. This creates a problem where the boss becomes easier the more healers you throw in. They solved this problem by making the bosses go into "Enrage" mode after 5-10 minutes. This causes the boss to go nuts and massacre everyone instantly. In this way you still need to have enough damage dealers to not reach that timer. This is not an optimal or fun mechanic, as it doesn't solve the original problem. Here's some better solutions: -Make healing an occasional thing. A spell with a cooldown, Small health regen as a buff, etc. This way, combining mage's shield and attack reduction from other classes, you can still make your tank survive better, without having to make bosses OVERPOWERED. Make it so that these healing spells cannot be constantly spammable. While not healing, you would be also attacking the boss, as the healing would be just another tool in your arsenal. This fits the idea that any group can technically achieve victory, without the classic need of a tank+healer(s). -Make boss mechanics be more than just a simple combat of 'stats' vs 'stats': Imagine a boss that summons a plague-filled Undead. You have to quickly kill it before it explodes. If you exceeded on healers, you wouldn't have enough damage dealers, and the plague explosion would kill someone instantly. Mechanics like this can make battles a fair fight that you can't bypass with multiple healers, without having a timer in your battles. Other mechanic can be of a boss that grows in power the longer the battle goes on. A gradual increase that incentives players to kill it as quickly as possible, but with enough healing to handle the early, easy part.
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