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I don't understand healers (OP mains Hanzo)

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ViolentP

Member
I...what? I'm not exactly sure if your analogy works here.

Whatever the case, let me expand on my own point, which I believe is harmonious with that of the OP's. The problem with healers and healing is that it's a boring simplification of what a support class should be.

One of the reasons healers are always in the minority in MMOs is that its incredibly difficult to make the player feel powerful or cool as a healer. Like how many people honestly would rather be the person in the white dress and a staff, rather than the lady in the dragoon armor and cool spear, or the guy who beats things to death with his fists? While the player might feel good handling the mechanical difficulties of playing a healer well, that feeling rarely translates visually to the screen, where your character just waves her wand around and a bunch of green numbers appear over your friends' heads.

How much cooler would support characters be if you kept the depth and difficulty of healer style gameplay, but moved the focus to mitigation rather than healing? Take the controller class from City of Heroes; rather than healing, you are summoning cold storms to slow enemies down, freezing the ground to make enemies slip and be unable to attack and turning yourself into a walking tornado and running into enemies to knock them off course. You're still doing the same thing a healer would do; you're keeping your team alive, but you're doing it in a much more engaging manner. You still get the satisfaction of being the backbone that keeps the team together, but the game also allows you to feel powerful as an individual warrior, seperate from your team.

The whole mom thing was a joke.

I get what you are saying but that lack of excitement is sadly par for the course. Without that healer, no one lives which is why healers also get certain preferential treatment especially in MMOs. Healers are the IT of games. When everything goes right, people ask why a healer is even needed. When everything goes to shit, people always ask why they have a healer if they aren't healing.

While it may not be the funnest role to play, I do find it to be the role that demands the most respect.
 

LordKasual

Banned
I don't completely agree with OP (though I usually don't have as much fun playing a healer) but something being necessary doesn't make it good design. It's like if someone said the "touch your bloodstain to get progress back" mechanic was bad design and you replied "nah fam, you wouldn't be able to level up as often."

Presumably they think the design that makes healers the backbone of a team should be changed.

Honestly?

The concept of Tank in most MMOs is what i would actually call bad game design. Particularly the type that just grabs aggro.

It never, ever makes sense from the perspective of the enemy. The Tank is usually the LEAST dangerous member in the group, so why do they cause tunnel vision in every mob?
 

KaYotiX

Banned
Every game is consistent for the healer: heal damaged allies and stay as safe as possible. Win or lose, it's easy to fulfil your purpose. Healers may depend on damage dealers (dd) to win, but dd depend on healers to even function. Complex, algorithmic matchmaking (mm) systems can also force you into the healer class forever. When you try your hand at damage, mm does not know you are practicing damage. It expects you to do the job - a job you cannot do well.

Healers are only redeemed by their easy, noob-friendly gameplay that can make a game accessible to a wider audience.

This is why I am looking forward to leaving Overwatch for Splatoon 2 - no healer class and no mm memory. I can get to S+ and not be expected to use rollers forever, because there is no record of me using rollers.

Sounds like salt...

alot of salt.

Healing classes are the best, they also get the most shit if a group fails. I love the stress of keeping ppl alive
 
I actually think PSO2 does this balance the best.

Everyone has a large number of potions at hand, but difficult enough content can see you running out eventually, especially if you're bad at timing your dodging and blocking. Plus, there's a huge opportunity cost to sitting in one place sipping down a trimate (especially if you're solo - you usually lose most of the HP you just restored).

Hence, healers are not necessary but they are still very nice to have. Better yet, all of the classes that cast heals cast them as a secondary concern - they're still primarily damage dealers capable of taking down enemies with everyone else (though techers are less so, as they make up the support specialist class). It's not the one thing they're good at and expected to be doing all the time, and it feels damn good that way. It's like if you got to play black mage and white mage in one character in a Final Fantasy game.

Dragon's Dogma Online also handles this an interesting way, as healers also reveal enemy weak points, and they can only heal "grey" damage - any damage beyond that is permanent unless healed with healing potions or rested off at an inn. If you're good enough, you can ultimately succeed even without a healer at all, but a healer is, of course, very nice to have and can help speed up big boss encounters very handily.

What I DON'T like is the 100% dependency on healers we see in games like FFXIV and other old-timey tab targeting MMOs. Make one element of the party too damn important and the game becomes rigid in how heavily structured it is. I didn't realize just how much I appreciated having some freedom until I got to experience what partying is like when you can have any party composition you want and still succeed at completing content. It's liberating, is what I'm saying. I really enjoy these types of games now. I hope that this is the direction we continue to head in for the foreseeable future.

Monster Hunter multiplayer is similar to this, in that it's possible to play without any sort of healer with everyone taking care of themselves with items, but it's nice to have someone who's good with a Hunting Horn or someone with the wide range support skill (so when they use items the effects extend to teammates allowing them to keep everyone's HP up without requiring that teammates stop to heal themselves when they take damage).

Both have their merits but I find that MMOs in particular tend to favour the hardcore dependency on healers too much.
 

Mawile

Banned
I don't think the OP understands a healer's role in...anything really. You have zero idea.

I still believe this is one of THE best healers of any game.

I actually think SCH in FFXIV is a poorly designed Healer. I think what people enjoy about it is that it has somewhat automatic healing and it takes a DPS class moveset so you are a essentially a mini Summoner while also being able to heal.

I'm actually glad they are reworking that class cause it never felt like a class designed with healing first in mind.
 
The whole mom thing was a joke.

I get what you are saying but that lack of excitement is sadly par for the course. Without that healer, no one lives which is why healers also get certain preferential treatment especially in MMOs. Healers are the IT of games. When everything goes right, people ask why a healer is even needed. When everything goes to shit, people always ask why they have a healer if they aren't healing.

While it may not be the funnest role to play, I do fine it to be the role that deserves most respect.

lol, alright, I'm on cold medication that makes me drowsy at the moment, so I'm not at my most alert to jokes.

And yeah, I get that healers are crucial to a lot of games. As one of the three corners of the triangle, it makes sense that they should be crucial. The problem is the fact that such a central pillar is so boring and unappealing to a large contingent of players.

Which is why I think think we should think of the triangle less as DPS/Tank/Healer and more of DPS/Tank/Support. Support characters should be every bit as crucial to survival as a healer, but giving players more interesting and direct ways to mitigate damage would likely be far more appealing to many people. The role, duties and goals should largely remain the same. I just think disabling fools for a few seconds with a stun grenade or saving a teammate with a clutch deployment of a portable barrier is a cooler way to keep the team alive than casting a heal spell.
 

Nosgotham

Junior Member
What the actual fuck? I remember healing in ffxi or ffxiv and that shit is wayyyy harder than a DD. Is this next level sarcasm thread that I'm missing here?
 
I do agree that the act of healing in games is very simple and that healers are often the biggest contributors to victory due to how the numbers usually add up, in both MMOs and Shooters. This makes playing that class a huge responsibility though. Failure to do the basic tasks of healing is catastrophic for the group, compared to a bad dps where you'd just have lackluster damage that can usually be made up for in a variety of ways. This means that healers are the usual suspects when failure arises, whether or not it's actually them to blame. Adding a high skill floor to that responsibility will drive away any new players from adopting it. Reducing the efficacy of healers either turns them into dps with a mild support function, or invalidates them completely.

I think it would be better if, instead of killing healers, we gave more utility and support functions to the standard damage dealers to make them more important to the team composition. Of course that requires careful balancing that can fuck over certain dps classes if one has a very easy to use and powerful utility.
 

ViolentP

Member
lol, alright, I'm on cold medication that makes me drowsy at the moment, so I'm not at my most alert to jokes.

And yeah, I get that healers are crucial to a lot of games. As one of the three corners of the triangle, it makes sense that they should be crucial. The problem is the fact that such a central pillar is so boring and unappealing to a large contingent of players.

Which is why I think think we should think of the triangle less as DPS/Tank/Healer and more of DPS/Tank/Support. Support characters should be every bit as crucial to survival as a healer, but giving players more interesting and direct ways to mitigate damage would likely be far more appealing to many people. The role, duties and goals should largely remain the same. I just think disabling fools for a few seconds with a stun grenade or saving a teammate with a clutch deployment of a portable barrier is a cooler way to keep the team alive than casting a heal spell.

They are boring as shit. Which is probably another reason I respect them on a personal level. That said, I don't delve deep enough into multiplayer mechanics to have any good suggestions as to how to improve the situation so your suggestion is currently my front runner.
 

LowParry

Member
I actually think SCH in FFXIV is a poorly designed Healer. I think what people enjoy about it is that it has somewhat automatic healing and it takes a DPS class moveset so you are a essentially a mini Summoner while also being able to heal.

I'm actually glad they are reworking that class cause it never felt like a class designed with healing first in mind.

If I can solo heal primals, something's working but yeah, I agree with ya there. Hopefully we see some good improvements with FFXIV new battle system.
 

Dunlop

Member
While my MMO days are over, the notion that playing a DPS is remotely as difficult as a healer is pretty damn funny.
 
Tell that to Splatoon.
lol, that's your example?

"Game A is good, and it doesn't have healers, therefore any game with healers has bad game design."

Wow, that makes a lot of sense. I also now acknowledge the fact that games without kids who are also squid also have bad game design. As do games without game mechanics involving painting the map.

While my MMO days are over, the notion that playing a DPS is remotely as difficult as a healer is pretty damn funny.
It largely depends on the game though.
 

MartyStu

Member
I think there is an argument to be made about the design of healers and how best to make them fun AND important, but otherwise...nah homey.

Also, Ana says hi.
 

Dunlop

Member
I think there is an argument to be made about the design of healers and how best to make them fun AND important, but otherwise...nah homey.

Also, Ana says hi.

Warhammer online did this amazingly - Warrior Priest
You had to be on the front lines attacking in order to be able to heal
 
I actually think PSO2 does this balance the best.

Everyone has a large number of potions at hand, but difficult enough content can see you running out eventually, especially if you're bad at timing your dodging and blocking. Plus, there's a huge opportunity cost to sitting in one place sipping down a trimate (especially if you're solo - you usually lose most of the HP you just restored).

Hence, healers are not necessary but they are still very nice to have. Better yet, all of the classes that cast heals cast them as a secondary concern - they're still primarily damage dealers capable of taking down enemies with everyone else (though techers are less so, as they make up the support specialist class). It's not the one thing they're good at and expected to be doing all the time, and it feels damn good that way. It's like if you got to play black mage and white mage in one character in a Final Fantasy game.

Dragon's Dogma Online also handles this an interesting way, as healers also reveal enemy weak points, and they can only heal "grey" damage - any damage beyond that is permanent unless healed with healing potions or rested off at an inn. If you're good enough, you can ultimately succeed even without a healer at all, but a healer is, of course, very nice to have and can help speed up big boss encounters very handily.

What I DON'T like is the 100% dependency on healers we see in games like FFXIV and other old-timey tab targeting MMOs. Make one element of the party too damn important and the game becomes rigid in how heavily structured it is. I didn't realize just how much I appreciated having some freedom until I got to experience what partying is like when you can have any party composition you want and still succeed at completing content. It's liberating, is what I'm saying. I really enjoy these types of games now. I hope that this is the direction we continue to head in for the foreseeable future.

I also don't like the dependency of healers, but I believe the game's(mmos) combat mechanics would have to have depth and complexity to it. I never played Overwatch, but I would image that since it is a pvp game, you don't need healers as much as you would in a MMO pve games.
 

Dremorak

Banned
Xenoblade Chronicles X made a combat system that doesnt need healers, but instead relies on you working together with your teammates. It was awesome.
 

Kent

Member
I actually think SCH in FFXIV is a poorly designed Healer. I think what people enjoy about it is that it has somewhat automatic healing and it takes a DPS class moveset so you are a essentially a mini Summoner while also being able to heal.

I'm actually glad they are reworking that class cause it never felt like a class designed with healing first in mind.

While I do jokingly refer to myself as an xth DPS of the group when I play Scholar, no, just being a damage-dealer isn't what makes it fun.

It's the fact that if you play well, and proactively defend and mitigate damage, you make free time for yourself. That is, you do your job so well that you have nothing left but to throw out DPS at this point. You'll still have to heal things, because some damage is inevitable - but you have so many tools at your disposal for reducing damage taken by your party, that having spare time to sit there and deal damage means you're healing smarter, not harder.

In a lot of ways, it feels more support and less healer - but this is also a trend with any role as some jobs are placed at various points on the sliding scale of purity-vs-utility. It's also a thematically-appropriate way to go about the healer role, as you play smarter, not harder.
 

MartyStu

Member
I also don't like the dependency of healers, but I believe the game's(mmos) combat mechanics would have to have depth and complexity to it. I never played Overwatch, but I would image that since it is a pvp game, you don't need healers as much as you would in a MMO pve games.

You very much need 'supports' in Overwatch if you plan on actually winning. Usually 2, but if you have a specific plan 1 can work.

Going in 6 DPS/Tank is just asking to get wrecked.
 

Laiza

Member
Nah.

GW2 tried to get rid of the holy Trinity. That didn't work.

There's a reason healers exist.
GW2 is the worst possible example to use here.

Blade & Soul would be a much better example. Everyone has powerful defensive abilities, as well as potions and at least some method of self-healing, which heavily mitigates the need to have a dedicated healer on hand. Moreover, if the players are skilled enough they don't even need those sources of healing, either. You can still play a character specced for party heals if you want to, but it's so superfluous that it's generally skipped over entirely - except for a handful of very specific boss fights that encourage it.

However, unlike GW2, encounters are actually structured with mechanics and party roles outside of the holy trinity. CC effects take center stage here, which is remarkable considering how many games completely throw away the notion of applying CC to a boss. Instead of forcing dependency through a strict trinity, they create dynamic roles based on the mechanics of the particular encounter, which I find far more interesting than the staid triad. Your entire run doesn't instantly die upon the loss of one or two especially important party members, either - there's far more wiggle room when everyone is capable of reviving and everyone has at least some ability to fill in for other party members.

I can actually carry an entire party through a potentially failed run if I'm good enough, and that's just an impossible occurrence in a standard holy trinity game. If you like that sort of interdependency, good for you, but I appreciate having the option to sidestep that entirely.
 

JBwB

Member
Your mentality towards healers is bad.

Something tells me you've never played a healer in an MMO before.
 

Mawile

Banned
While I do jokingly refer to myself as an xth DPS of the group when I play Scholar, no, just being a damage-dealer isn't what makes it fun.

It's the fact that if you play well, and proactively defend and mitigate damage, you make free time for yourself. That is, you do your job so well that you have nothing left but to throw out DPS at this point. You'll still have to heal things, because some damage is inevitable - but you have so many tools at your disposal for reducing damage taken by your party, that having spare time to sit there and deal damage means you're healing smarter, not harder.

In a lot of ways, it feels more support and less healer - but this is also a trend with any role as some jobs are placed at various points on the sliding scale of purity-vs-utility. It's also a thematically-appropriate way to go about the healer role, as you play smarter, not harder.

I guess what I was getting at is that I feel as if that role has a lot of things going for it compared to the other healers. Although it takes skill to pull off effectively, the fact that you can actually pull off a lot more due to all these options existing that are potent I find to be an issue with the design.
 

Christhor

Member
The only reason I play Lucio so much is to boop people to their death. Healing in Overwatch is hilariously easy until you get fairly high up in the skill ratings, after that it takes skill.
 
GW2 is the worst possible example to use here.

Blade & Soul would be a much better example. Everyone has powerful defensive abilities, as well potions and at least some method of self-healing, which heavily mitigates the need to have a dedicated healer on hand. Moreover, if the players are skilled enough they don't even need those sources of healing, either. You can still play a character specced for party heals if you want to, but it's so superfluous that it's generally skipped over entirely - except for a handful of very specific boss fights that encourage it.

However, unlike GW2, encounters are actually structured with mechanics and party roles outside of the holy trinity. CC effects take center stage here, which is remarkable considering how many games completely throw away the notion of applying CC to a boss. Instead of forcing dependency through a strict trinity, they create dynamic roles based on the mechanics of the particular encounter, which I find far more interesting than the staid triad. Your entire run doesn't instantly die upon the loss of one or two especially important party members, either - there's far more wiggle room when everyone is capable of reviving and everyone has at least some ability to fill in for other party members.

I can actually carry an entire party through a potentially failed run if I'm good enough, and that's just an impossible occurrence in a stand holy trinity game. If you like that sort of interdependency, good for you, but I appreciate having the option to sidestep that entirely.

Someone who gets it.

Every time there's a thread about the trinity in MMOs, you always get people who chime in to say non-trinity is absolute garbage just because one game (GW2) didn't get it right.

Somehow this same logic doesn't apply to the tons of lackluster/boring trinity based MMOs.

Blade & Soul did it right and it's a damn shame that more games didn't follow that example.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
Do you need a main healer in Souls?

No?

Boom.

Make MMO combat more Souls-like where you can avoid any and all damage with invincibility frames and you've solved the trinity problem.

Or you can just keep making tab target MMOs I dunno.
 

Kent

Member
I guess what I was getting at is that I feel as if that role has a lot of things going for it compared to the other healers. Although it takes skill to pull off effectively, the fact that you can actually pull off a lot more due to all these options existing that are potent I find to be an issue with the design.

Like all jobs, it has its own set of strengths and weaknesses. Part of the irony of the fact that it stems from a damage-dealer class comes in the fact that their single-target DPS is actually the lowest of any of the healers - they just require the least amount of time investment to get the brunt of it out, but have the most tools to do so beforehand. White Mage, by contrast, is lacking in proactive defenses, but can roll healing-over-time spells on everyone and their AOE damage nuke, Holy, stuns all enemies hit. They can also more reliably drop the big heals down when they need to get back to healing on short notice. Astrologian is somewhere in-between (and was recently made much more versatile with the buffs to Nocturnal Sect).

All of them have tools that buy them time in different ways. Scholar has more - just like how White Mage has more raw healing, and Astrologian is somewhere in-between. The problems with regards to healer selection and balance in the game aren't really due to Scholar being overpowered, so much as it is that the unique strengths of White Mage - the extreme amount of healing output of which they're capable - isn't as desirable of a thing to have at the high-end of raiding. It's very similar to the problem with Monks and Paladins, and only ever comes into play as an issue at all in these scenarios.

...That, and I believe they did state that the combat system adjustments would primarily be addressing the jobs in roles that are less-desirable or underpowered, rather than nerfing down the more powerful ones (i.e. buffing PLD/WHM/MNK, rather than nerfing/redesigning WAR/SCH).
 

NeckToChicken

Unconfirmed Member
Monster Hunter multiplayer is similar to this, in that it's possible to play without any sort of healer with everyone taking care of themselves with items, but it's nice to have someone who's good with a Hunting Horn or someone with the wide range support skill (so when they use items the effects extend to teammates allowing them to keep everyone's HP up without requiring that teammates stop to heal themselves when they take damage).

Both have their merits but I find that MMOs in particular tend to favour the hardcore dependency on healers too much.

Playing a wide-range, paralyze SnS in Monster Hunter is some of the most fun I've ever had in the series. Every hunter worth their salt is carrying lifepowder for when someone is getting ground into dust, but having a group healer/buffer/debuff purge with might seeds and nulberries allows the other three hunters to just go nuts. Especially if you paralyze->mount->paralyze.

It's weird. You COULD theoretically run a trinity based party in monster hunter with some beefy guard up lance with taunt skilled up front, a wide-range healer, a melee dps and a ranged dps. But because monster aggro is so fickle, you run something like the vaunted four kelbi bows to kill anything before it even has a chance to fight back on the top end of gameplay.
 
GW2 is the worst possible example to use here.

Blade & Soul would be a much better example. Everyone has powerful defensive abilities, as well as potions and at least some method of self-healing, which heavily mitigates the need to have a dedicated healer on hand. Moreover, if the players are skilled enough they don't even need those sources of healing, either. You can still play a character specced for party heals if you want to, but it's so superfluous that it's generally skipped over entirely - except for a handful of very specific boss fights that encourage it.

However, unlike GW2, encounters are actually structured with mechanics and party roles outside of the holy trinity. CC effects take center stage here, which is remarkable considering how many games completely throw away the notion of applying CC to a boss. Instead of forcing dependency through a strict trinity, they create dynamic roles based on the mechanics of the particular encounter, which I find far more interesting than the staid triad. Your entire run doesn't instantly die upon the loss of one or two especially important party members, either - there's far more wiggle room when everyone is capable of reviving and everyone has at least some ability to fill in for other party members.

I can actually carry an entire party through a potentially failed run if I'm good enough, and that's just an impossible occurrence in a standard holy trinity game. If you like that sort of interdependency, good for you, but I appreciate having the option to sidestep that entirely.
I'm not trying to suggest the opposite of the OP in that games without healers have bad game design. Just pointing to an example of a game that gets rid of healers in a genre that normally has healers, and ends up even worse off because of it.
 
Ana fucking owns. You should try playing her if you find healing in Overwatch boring. She has so much versatility with the sleep dart and the ability to take away the teams healing. Plus she can swap gears and get a few pot shots off at a Pharah.

Alternatively get good at Zenyatta. He's hardly a solo healer, but he's a great compliment to another healer and most comps in lower levels of competitive overwatch run 2-2-2 anyway.
 
One of the best parts about team based games for me is keeping everyone alive. It's just a style of support play that I thoroughly enjoy and to have systems where everything is homogenized to the point where every class is just a variation of "kill that dude with your fancy weapon" feels kinda not fun tbh.
 
everyone post healer art go

picmiles.png


ye bby
 

cheesekao

Member
I played Maplestory for a while and it seems that just about everyone is just there for DPS. No tanks, no dedicated healers.
 

MageBoySA

Member
As someone who enjoys playing healers in many games, ugh. A good healer is a walking target in any pvp game. And if you are playing with someone who doesn't understand how the game works and just stares at k/d and sees my 1/13 ratio (because I'm too busy healing to kill people, you know, my job?) and starts bitchin at me it gets me angry.

I also got to 75 in old FFXI as a WHM main. If it wasn't for the fact that they made the game more solo friendly and I got to level other jobs for fun, I don't think I would have been able to tell you much about each zone except the color, the enemy status effect, and what health bars look like. I got really good at it and I enjoyed it too.
 

StayDead

Member
I've mained healers ever since I started playing multiplayer online games when I was 13 (Wolfenstein Enemy Territory). Since then you'll bet your ass I'll play healer.

If it wasn't for people like me then DPS folk would be useless.


Is also accurate.
 

taco543

Member
Read OP and all I took away from it is, the OP is the guy on the team that constantly over extends because he thinks he's good, gets rekt then blames the healer, as the healer is gracefully healing everyone else and helping out as much as possible. Over all OP, if you seriously think healers have it easy, I don't want to play with you because you have no diversity in the roles you play, and therefore need to git gud.
 
I can't speak for other genres, but in class-based FPS games when there are dedicated healer classes that have healing/support as a prime purpose and not as an added utility, it often becomes a matter of them being an absolute necessity to have on a team, but also one of the least popular roles to fill in. Because of this dichotomy, I agree with the OP to an extent. It turns a niche pick into something mandatory and that can be very frustrating. In an Overwatch context, the game's design has popularized a third of your team (2/6) being in this role.
 

Cajun

Neo Member
OP plays Overwatch so he must know Ana exists right? RIGHT!?

I hated Overwatch until I played her. Such a deep character that pulls from my years and years of positioning knowledge from other competitive shooters. 75% of my games I have to attempt to do 3 things simultaneously: keep Genji/Tracer off of me, heal (yes it's the easy part, even post-nerf), and pick off prime targets such as Pharah. All of this while riding a fine line to stay somewhere I can heal my team, but also stay safe from the enemy team. Oh and don't forget to sleep enemy ults and throw out perfect nanos! Go watch Ryujehong. He has the easiest job on the team? Huh?

OP can make their point about hating healers having the biggest impact. If I played dps and wasn't particularly good at it (not enough to carry) I probably wouldn't play the game. I find it fair however, because healers have the hardest job, not the easiest.

On a side note, as a Ana main there's a decent portion of games you're expected to solo heal , which is quite tough when starting out.
 

Razmos

Member
Damn right. I play Astrologian in FFXIV and it is a demanding job but so satisfying.
It's not easy to pay attention to everything, keep everyone healed, buff everyone, manage your own MP, DPS, avoid damage and have to deal with the same mechanics as everyone else, while usually also babysitting braindead DPS who don't know how to avoid AoE's
 
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