MeganPerk
Legacy Supporter 6
- Joined
- Oct 26, 2011
While I understand that healing is still being developed and due to change, i can't help but state my worries at its current path. I do this in order to hopefully help correct problems down the line that could have possibly been forgotten after realization. I also realize that I could be saying things that everyone already knows and that are already changing, yet in order to simply humor myself, I want to state my opinion. ...just in case.
Healing as it is now on the server:
-All healing spells have a rampup time (except lay on hands)
-Rampup timers are disrupted by either left or right mouse clicking
-Target of heal is defined after the spell has been cast (after the rampup time)
-Cooldowns begin after the spell has been cast (rampup + cooldown timer)
This worries me for several reasons:
-Healers are now unable to heal and defend themselves at the same time during combat. They also heal for such miniscule amounts that they could get stuck in a healing chain until they die, making it useless to heal other targets with direct heals. Group heals have cooldowns and cost more mana than they are worth firectly to the healer, making the healer need to heal themselves over the group and essentially just dying and serving the group no more than a mere distraction and heal-tank. This make healers useless in PvP once attacked as their heals cannot even remotely sustain the beating we will receive. Bandage is our fastest heal with a rampup and a cooldown of a second - it heals for 8 while the enemy has already hit us for more than that value during the rampup. There is also worth mentioning the high lack of defence skills such as root or escape skills required to run from combat to heal in such a fashion as I imagine is trying to be pushed - out of combat.
-Lack of healing combos and diversity. The cooldowns and rampup timers make healing feel, first of all hopeless, and second of all boring. While the offensive classes get to create cool combos with their skills to make things flow and feel like they are accomplishing something, healers are stuck with rampups that you cant do flashy quick combos with to save the day and that are hard to target allies with reguardless, making saving others even more impossible than saving ones self without the help of pre-registered keybindings from a mod (improved chat) that need to be remade for each individual group.
-Useless Skills. Chakra is one of the healing spells that may become useless if this style remains. As the spell currently stands: the heal is pathetic, the mana cost is horrible, and the cooldown is attrocious. The only saving grace of chakra is the purge of debuffs and the fact that it is group wide. If we keep a rampup on this ability, Chakra will only purge off maybe the last 2 tics of any debuff on the person for whom it was cast, while still costing a fortune to heal miniscule damage. The healers could try to guestimate before hand of incomming debuffs to dispell, but considering that almost all (if not all) offensive skills are instant, their enemies could simply wait until the heal finishes casting before instantly applying their debuff. They could also simply wait until after the first debuff is removed before immediately applying another, causing the healer to wait for the full duration of the cooldown as well as the rampup time of the next consecutive chakra.
-Class Death. Leveling with a healer will become so troublesome at this rate that almost nobody will want to do it. Healers are currently useless at pvping alone. With the rampup heals leaving them unable to defend themselves at the risk of the heals being disrupted, no player that enjoys to play alone would ever want to be one. The only people who would level a healer are people that are already in an established and organized group. But even then, who would want to level a healer class to 50 in the future, even with a group? This leaves new players, small groups, and hermits/lonestars at an even lesser portion of what this game could be by denying them the chance to love playing a healer on their own and be able to stand up to things by themselves.
I realize that most of what I have mentioned has probably already been taken into account, but just in case - here it is. Yes I know that my main spec right now is a healer class, but it is for that fact that I state my worries. I love my spec and I love my playstyle. One of the reasons almost nobody plays the druid class is because it is too much of a heal-only character on a hardcore server. To be honest, I quite enjoy the current healing system where forcing a healer to use mana for saving throws makes them run out of mana too fast and then you can kill them. The only complaints of healer classes that I have heard were of Cleric until I joined the server, and then there were several cries about monk. In fact, I have never seen a boodmage, and druids were mostly only made out of boredom. The secret behind why I chose monk was because one day kainzo told me they were underplayed but he thought they would be a fun class. I would implore that changes be made to Cleric instead of possibly destroying the entirety of the healer class, but nevertheless I have hope and faith in the development and staff team of Herocraft and can't await to see the new changes that they bring for us.
Healing as it is now on the server:
-All healing spells have a rampup time (except lay on hands)
-Rampup timers are disrupted by either left or right mouse clicking
-Target of heal is defined after the spell has been cast (after the rampup time)
-Cooldowns begin after the spell has been cast (rampup + cooldown timer)
This worries me for several reasons:
-Healers are now unable to heal and defend themselves at the same time during combat. They also heal for such miniscule amounts that they could get stuck in a healing chain until they die, making it useless to heal other targets with direct heals. Group heals have cooldowns and cost more mana than they are worth firectly to the healer, making the healer need to heal themselves over the group and essentially just dying and serving the group no more than a mere distraction and heal-tank. This make healers useless in PvP once attacked as their heals cannot even remotely sustain the beating we will receive. Bandage is our fastest heal with a rampup and a cooldown of a second - it heals for 8 while the enemy has already hit us for more than that value during the rampup. There is also worth mentioning the high lack of defence skills such as root or escape skills required to run from combat to heal in such a fashion as I imagine is trying to be pushed - out of combat.
-Lack of healing combos and diversity. The cooldowns and rampup timers make healing feel, first of all hopeless, and second of all boring. While the offensive classes get to create cool combos with their skills to make things flow and feel like they are accomplishing something, healers are stuck with rampups that you cant do flashy quick combos with to save the day and that are hard to target allies with reguardless, making saving others even more impossible than saving ones self without the help of pre-registered keybindings from a mod (improved chat) that need to be remade for each individual group.
-Useless Skills. Chakra is one of the healing spells that may become useless if this style remains. As the spell currently stands: the heal is pathetic, the mana cost is horrible, and the cooldown is attrocious. The only saving grace of chakra is the purge of debuffs and the fact that it is group wide. If we keep a rampup on this ability, Chakra will only purge off maybe the last 2 tics of any debuff on the person for whom it was cast, while still costing a fortune to heal miniscule damage. The healers could try to guestimate before hand of incomming debuffs to dispell, but considering that almost all (if not all) offensive skills are instant, their enemies could simply wait until the heal finishes casting before instantly applying their debuff. They could also simply wait until after the first debuff is removed before immediately applying another, causing the healer to wait for the full duration of the cooldown as well as the rampup time of the next consecutive chakra.
-Class Death. Leveling with a healer will become so troublesome at this rate that almost nobody will want to do it. Healers are currently useless at pvping alone. With the rampup heals leaving them unable to defend themselves at the risk of the heals being disrupted, no player that enjoys to play alone would ever want to be one. The only people who would level a healer are people that are already in an established and organized group. But even then, who would want to level a healer class to 50 in the future, even with a group? This leaves new players, small groups, and hermits/lonestars at an even lesser portion of what this game could be by denying them the chance to love playing a healer on their own and be able to stand up to things by themselves.
I realize that most of what I have mentioned has probably already been taken into account, but just in case - here it is. Yes I know that my main spec right now is a healer class, but it is for that fact that I state my worries. I love my spec and I love my playstyle. One of the reasons almost nobody plays the druid class is because it is too much of a heal-only character on a hardcore server. To be honest, I quite enjoy the current healing system where forcing a healer to use mana for saving throws makes them run out of mana too fast and then you can kill them. The only complaints of healer classes that I have heard were of Cleric until I joined the server, and then there were several cries about monk. In fact, I have never seen a boodmage, and druids were mostly only made out of boredom. The secret behind why I chose monk was because one day kainzo told me they were underplayed but he thought they would be a fun class. I would implore that changes be made to Cleric instead of possibly destroying the entirety of the healer class, but nevertheless I have hope and faith in the development and staff team of Herocraft and can't await to see the new changes that they bring for us.