Mattakuevan
Member
I do, because the winner of a match is decided by the best healer, not the best dd.
The winner of the match is decided by the best team.
I do, because the winner of a match is decided by the best healer, not the best dd.
Healers get no respect smh
I do, because the winner of a match is decided by the best healer, not the best dd.
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TL;DR healers are boring because health is a boring number
Think about what you've done OP. Bad.
This got me thinking about being the healer class is Resistance 2 multiplayer. So much fun.
I do, because the winner of a match is decided by the best healer, not the best dd.
I do, because the winner of a match is decided by the best healer, not the best dd.
Overwatch without healers would basically be decided by who wins the first team fight
I do, because the winner of a match is decided by the best healer, not the best dd.
Good lord no. I've tried playing healers in mmo's and class based shooters, and they're a helluva lot more complex than dealing or soaking up damage (although good tanking can be complex too).Healers are only redeemed by their easy, noob-friendly gameplay that can make a game accessible to a wider audience.
I do, because the winner of a match is decided by the best healer, not the best dd.
I think OP is simply salty because they don't know how to play healers.
Tales games and the Xenoblade's have been doing a good job dodging the idea of a dedicated healer. Which is great, spares a spot and lets you wreck things one character faster.
I see you've never had to rush into the heat of combat, clear out the bad guys, and pick up your fallen friends while bullets and grenades come at you, dodging sniper fire the whole time. I do it three times a week in Battlefield one, and it's crazy fun. I'm one of two medics on our squad, but the other guy is part time. You and the OP have no idea.
I disagree with the accusation of bad design, but I really do wish games would move away from healing and into more interesting support classes.
Rather than just being focused on keeping people's HP above a certain threshold, I'd much rather keep my team in fighting condition through soft and hard control, such as buffs/debuffs, status effects and interruption of enemy attacks.
City of Heroes was great in showing how much more engaging such support classes were compared to traditional healers
I think OP is simply salty because they don't know how to play healers.
Zombie Rambo Jesus.Bad Company 2's Medic class says hello.
if you believe that keeping a party of multiple person healed and buffed while keeping yourself alive and managing mana is easy and friendly well, stop killing the monsters out of the city and try some dungeons appropriate for your level
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.
I kind of agree with the OP. Healers in most games tend to be pretty poorly designed. The problem is that healers deal with health, which is a pretty bland resource in most games. It's a number that goes up and down and when it hits zero you die. There are only so many other mechanics that can interact with health in any interesting or meaningful way. Moving forward with the Overwatch example, take an offensive character like Tracer. Tracer's main points of interaction with the world are her movement and her guns. She gets to think about things like spacing, relative movement speed, number of blinks available, time to close distances, basically tons of spacial reasoning and reflex based stuff. Mercy,on the other hand, doesn't get to take these things into consideration nearly as much, because her heal is a tether that never runs out of ammo. Mercy instead has to make decisions about heal priority, team positioning, and ult timing, all of which are very important, but generally considered less interesting decisions, at least in a second-to-second game play kind of way. Lucio is almost worst in this regard, because his heal is an AOE; he just gets to run around (kind of makes up for it with more dynamic movement options though). Ana is probably the "best" in this regard, because you actually have to aim her heal; gives her a similar possibility space to an offensive class, but with a fun twist in that you're targeting your allies. Proposed solutions? I dunno.
TL;DR healers are boring because health is a boring number