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Izzy

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IIRC, a big part of the problem is that healers were intended to be OP - but they were also intended to almost never enter PK, except possibly against undead.  Then a few people started playing highly aggressive healers, and the class was nerfed as a result; personally, I'd have preferred that healer RP be more heavily enforced and the class remain more powerful.

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2 hours ago, English lad said:

If i remember correctly Healers got a fairly major decrease in PVP power after Acerbity's halfling healer in Knight.  Not sure if he still plays - or under what forum handle these days.

Lotho was also a beast - that was MF right?

Pesomuvae and Crisnae. Though the nerfs came much later after their denials / deletions. 

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10 hours ago, English lad said:

If i remember correctly Healers got a fairly major decrease in PVP power after Acerbity's halfling healer in Knight.  Not sure if he still plays - or under what forum handle these days.

Lotho was also a beast - that was MF right?

Acerbity's more modern forum handle is Jibber.

Lotho was Mindflayer, yep.

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The main thing I remember about healers was the Lag Increase on heal and it was a game changer as far as how survivable they were in PVP. I played ALOT of healers though granted I mainly played passive healers who gave buffs etc and RP'd even though I'd cabal, I would basically tank up and let people smack me and heal myself and never play the aggressor, personally Ive always loved healers and wanna play one again. I enjoy gating to areas, scouting enemies, healing/buffing my allies to keep them safe. 

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It wasn't really a problem originally, as I don't recall a single aggressive healer back then - the idea was that it would allow a healer to gate to the person who died and asked for a resurrection, who would likely be at their corpse retrieving eq, and that it only affected PK balance for vampires and undead, both of which were expected to just deal with it.  It also wasn't unique originally either, as every 1.0 Savant had access to a similar ability.

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The problem, if I remember, was a Knight healer gang combo, with the healer constantly gating to harass the target that the other knight was hunting. Tyron was the healer, I think. It was more a problem of two ooc friends ganging everyone than a healer issue. This was early 2.0.

Healers lost their bash protection (like the reflective shield nerf) at the same time heal became a two rounder. Also, they made it so divine retribution wore off after moving. These changes, combined with the can't restore condition from PVP death nerf to resurrection (earlier change) made healers worthless. Less defensive and offensive than a cleric, with crazy PK restrictions and not even a signature support ability.

They are a gimmick class at best, kinda like old bards.

I say scrap the whole healer class and work on a replacement with a different theme and specialization. A passive support role isn't suited to modern FL gameplay. Do a bit of comparative class analysis and find out what class roles/game mechanics need some love and focus the new class in that direction. A rogue/caster or rogue/communer hybrid perhaps. Maybe a goodie version of the necro. Either way, a goodie that focuses on the mal saves category would be fitting.

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I mean they could serve a purpose as a support class doing what they should be doing, cleansing and healing etc support in a cabal situation, scouting enemies without engaging since they're supposed to not be aggressive. But I agree they need a re-work. Ive been praying for it for years... its tbh my favorite class in game....

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The change that was made specifically to deal with PK heavy healers was removing Divine Retribution on move.  This was a well designed change - as it ment that healers could still chase someone if they wanted to - but they had very little ability to do damage when chasing.

The majority of a healers damage comes from Divine Retribution.  If a healer is chasing, engaging, and then casting divine retribution - the likely-hood is that the person they are chasing has fled before any damage from Divine Retribution goes through.  Previously they would be guaranteed at least a couple of hits from Divine retribution on engaging if they managed to chase someone down who was running.

Personally i think the Heal change was unnecessary - as Healers should be strong at keeping themselves alive.  The Divine Retribution change dealt with the problem of aggressive healers.

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4 hours ago, Celerity said:

I say scrap the whole healer class and work on a replacement with a different theme and specialization. A passive support role isn't suited to modern FL gameplay. Do a bit of comparative class analysis and find out what class roles/game mechanics need some love and focus the new class in that direction. A rogue/caster or rogue/communer hybrid perhaps. Maybe a goodie version of the necro. Either way, a goodie that focuses on the mal saves category would be fitting.

I've thought for years that Good / Neutral align are missing a decent status effect focused class - not including Psi.

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3 minutes ago, Celerity said:

They have protective shield, but they lost the ability for both protective shield and divine retribution (I think that is how it is anyways, been a long time).

 

This would be inaccurate.  They can have both on at the same time.  What they can't have on simultaneously is divine retribution and barrier.

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1 hour ago, Nekky said:

I think what's being lost in all this talk about druids and healers is that everyone should be playing berserkers.

Rage/bodyslam, people. It's the way.

Holy hell!  Where did you come from?  Your last post was like 3 years ago.  Welcome back.

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37 minutes ago, Magick said:

Holy hell!  Where did you come from?  Your last post was like 3 years ago.  Welcome back.

I've been around here and there, keeping tabs on the forums and stuff but not really playing.

You know what they say, no one ever really quits.

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