Just want to throw my idea out there for WHM.
Basically everyone's problem with WHM is that they are the king of raw healing, but the game doesn't need that much raw healing power, so they just end up overhealing and they don't have anything else to contribute to the group.
So I think a good gimmick would be to use WHM's overhealing to trigger some sort of effect. For example, the target receives a short duration shield equal to the amount of HP overhealed. Or perhaps the amount of HP overhealed converts into damage dealt to nearby enemies. Maybe a combination of the two, where overhealing applies a shield to your target which reflects damage back to the enemy equal to the amount of HP overhealed when the effect wears off.
I personally favor the idea of overhealing converting directly into damage dealt to the enemy, because it means that WHMs can effectively become the only class that can dps and heal simultaneously. It solves all of the problems and critcisms of WHM with one simple change while still maintaining the WHMs identity as a strong wielder of white magic. In fact I think it strengthens that identity by giving them an image of a healer whose "healing is so strong, it actually does damage!". This would also satisfy both sides of the healing community. Those that believe healers should just be healers and don't need to do damage that's fine, they can just heal, and you know what, you'll probably do some damage anyway. In fact, the people on the other side of the community will start telling you that you're not healing enough and you need to heal harder, which is a concept I would think many healers would actually embrace.
Basically I think that WHMs gimmick should be that overhealing becomes its strength instead of its weakness.
In case someone doesn't know: Overhealing refers to any HP healed over 100% of the target player's HP total. So for example, if a player has 21,345/22439 HP, and I get a heal off that heals for 7349 HP, the player would only technically receive 1,049 HP of healing and the rest goes to waste. Under my proposed change, that remaining 6300 HP would convert into 6300 damage divided amongst all surrounding enemies (i.e one target takes 6300 dmg, 2 targets 3150 each, 3 targets 2100 each, 4 targets 1575 each, etc.)


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