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Re: The "healer" role as a byproduct of the meta-game we played

[Online] games are about story, for sure (or at least, I'd like them to be). And agreed, the rigid mechanics of MMO's can get in the way of things.

But MMO's are also about playing together.

Sure it's only a [very] simplified mechanic themed as 'healing'. It would be interesting to see this mechanic improved.

But it does serve a purpose, in that it is one isntance of the other half of the warrior / supporter relationship. Two (or greater) class relationships are great. The relationship changes the mechanics you normally experience solo. Simple example: the healer must approach danger somewhat closer than they might be equipped to handle in the hopes the warrior can protect them. The warrior must not rush in so deeply as to be unsupported by the healer. If played well, it gives the group the chance to be more than the sum of its parts.

I've often 'played' the healer role. I, and those with whom I play, have often remarked how satisfying it is when we get into that mutual grove. We're no longer two players playing near each other, we're playing together.

Of course, there's many other possible ways of allowing for this group play without having healers. And again, I agree, healing as it is presently done is a poor approximation of the concept. I would propose improving the healer role, rather than simply tossing it.

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