I am curious about some things in the healer protest thread but if I ask them there, I will likely get bashed for it so I will ask it first here since it seems a little more clear headed.
How do you make healing more compelling? In order for a healer to do their job then someone has to get hurt right? They throw in unavoidable damage in the dungeons to help the tedium of not having people get hurt but if you want to do more healing then more people have to get hurt so they want more people to almost die to make their gameplay better? They forget that their content is other players and npcs that get hurt. How else can you put it? Are the players not supposed to get better at dungeons and not get hurt and die less? I thought learning the dungeons to make them easier was the point.
They want to be able to do damage in between healing but they don't want other classes to be able to heal themselves? Wasn't the healing for dps and tank classes put in to appease the solo player out in the wild and make them more survivable back in the day? Obviously as you grow in levels that heal for dps becomes almost useless because it does not scale very well at all. I remember when my summoner could heal almost anything with just the one heal and I use to be able to take over when the healer died, now when I use it, it barely even moves the bar so I have to spam it when taking damage and I end up running out of mana. Tanks are a different story. I have seen my daughter take a boss from half health to nothing with a tank class, I don't remember which one but I think it was paladin, just by healing herself after everyone else died. It took almost perfect timing of the heal and getting out of the way of everything the boss threw at her but that was a 4 man dungeon. Now THAT may have been a bit OP.

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