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Healing Basics To promote Constructive Discussion Page 3

I will now bring a few points into the discussion, which i hope will bring some further speculation as to "How" healing should be balanced in this game and i will give two of the most "Balanced" MMO:s (Taken by definition of polish, their PvP systems and overall PvP community size).

We will look at Guild Wars first:

Guild Wars was released in the 2005:s and is to this date seen many tournaments, PvP events and other various PvP related gameplay. First off:

Guild Wars PvP happens in a controlled enviroment of 8v8 players in competetive GvG ALWAYS, this means that Guild Wars is heavily balanced around these numbers and as such, survival has always been the key.

Monks do not carry resurrects, instead the resurrects are carried by the DPS and other utility classes, this is because healers do not have the time to go for long casts simply because nearly all the heals, prots and utility spells in the game are instant cast and have low to medium cooldowns (1-10 seconds).

For most of the metagame there has been a staple skill that all monks (even healing monks) have carried in their bars since day one and that is Aegis (http://guildwars.wikia.com/wiki/Aegis), why Aegis is a bit of a design flaw is simply because it CAN be chained into a protection that the whole healing team can keep up for nearly 25-30 seconds, this nearly in all cases renders spikes useless and the only way to get around it is simply never letting the chain happen (Disruption).

When the second expansion (Nightfall) was released, Paragons became the staple of party support to boot and were extremely powerful on both Offense and Defense, having undispellable group buffs, disruption capabilities and highest armor among all support classes.

What we have today in Guild Wars is a game heavily balanced around the "Survivability" aspect, which means that healers are more of "Protectors" instead of straight on healbots or cushioning damage. In other words, healers are heavily in charge of the metagame and without question, decide the flow of combat IF left unchecked by the other team, or if the other team does not run a direct countercomp to Monks.


On the other end of the hook we have WoW (Yes, i know its a taboo to some here):

WoW was released in the late 2004:s, being extremely shallow and limited in PvP back then, WoW took its first leaps towards "Organized PvP" with the implementation of Battlegrounds and first round of class balancing around 6 months into the games release.

What resulted was a heavily CC driven game, where classes like Mages and Rogues could totally shut down people for 60 seconds in combat, in form of Polymorph (turns you into a sheep, unable to act in anyway) and Sap (unable to act too).

The game stayed practically the same for most of the duration of the original game (The game was very PvE driven after all) and the game started more or less to be driven by melee classes (which scaled horrifyingly well with gear, a great example of this was a set of movies released by a U.S player from around the release to the end-game of the original game, that depicted rogue balance flaws).

When TBC was released, the game turned around on its heels and started focusing on PvP that was about survivability and Resilience came into play (Initiative, Toughness) and as such the game was more or less prone to moving towards the "Guild Wars Direction", which happened when the 5v5 arena started.

Most teams ran in a 5v5 enviroments were all heavily balanced around one class (Paladin) and their capabilities of totally protecting an ally from damage every 5 minutes, heavy direct healing and other utility spells (like Snare/Immobilization immunity and other various tools).

Later on though, HoTS became extremely powerful in the game, due to the burst damage declining with the implementation of resilience, which eventually led the game into becoming more oriented on dealing DPS, instead of trying to burst people down. HoT:s were good at this time simply because they were mostly enough to keep a player alive and mostly instant casts on most classes.

Druids became increasingly popular due to being healers with high amount of CC abilities, high healing return HoTs and the capability to to be in charge of combat most of the time...

Now when we land back into Warhammer and think about all this, do we really want to make healers what they are in these two games (and many others who follow somewhat similar formulaes), or do we want to refine the current healing model to perfection instead of letting healers dominate the metagame?

As it stands now, i myself havent observed WAR to have a massive emphasis on one way or the other, or a massive imbalance even knocking on eithers doorsteps, healers, DPS, Tanks and Hybrids do just what their jobs imply.

Healers keep their team alive longer, meaning more combat effectiveness, Tanks are there to mitigate damage for the people who are supposed to be damaged and in general protect the group, DPS is there to bring down those targets that are not under constant watch and MIGHT die in most cases IF the DPS get their job done, and Hybrids are there to be inbetween, helping the team survive and deal damage when they have the capability...

What people seem to expect right now is "Healing dominance" and anything below that is simply "Healers suck", which isnt the case. As ive said before (and also provided ample amounts of arguments from former games), the healing isnt meant to be all powerful and keep people alive for minutes and minutes and minutes to come, its there to keep people alive longer, maybe even save them from dying. The protection aspect however should be the tanks job and i believe things like Guard, HtL and other various aspects of any given tank class would help enormously...
What perfection? Red bars go up?



   Related: 
                  Healing Basics To promote Constructive Discussion Page 3    
                  Healing Basics To promote Constructive Discussion Page 4    
                  Healing Basics To promote Constructive Discussion Page 5    
                  Healing Basics To promote Constructive Discussion Page 1    
                  Healing Basics To promote Constructive Discussion Page 2    


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