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Re: The "healer" problem
First thing we do, we kill all the priests.
I was going to write that, really.
I decided not to because it's not really a solution in that specific context, so I decided to dodge the provocation. But one of my original idea has always been to focus on the active roles in the combat and remove the mechanics that move the health bars in the other direction.
I don't mean giving heal abilities to each class (even if my other idea does partially this), but really removing the role from the game COMPLETELY. Till you are in combat you fight with your tools, but without the possibility to INVERT the damage. Mitigating is ok, inverting isn't.
Then, after the combat is over, you can offer skills to quickly "heal" till your max status, but not during combat. Excluding healing mechanics completely (which is what most single player games in all genres do. Think to the most refined fighter games like Tekken. They don't offer you styles to move your energy up).
The problem is that this is definitely not a minimal change and basically ALL the combat mechanics we have now should be disjointed and rebuilt. Which isn't exactly simple.
But this could be the "innovative shit" that we are looking for :)