The "healer" problem

Today I was trying to clean my desktop to make some space and I found a text file sitting there from a long time (along with tenths of others) with some quotes that I must have saved from some forum:

But healing really needs a revamp in terms of keeping track of the group. One of the most boring things ever is staring at health bars 90% of the time instead of actually seeing the world.

Would be cool to have a system in place that would allow you to keep track of everyone without having to stare at health bars. It would have to be some extremely innovative shit, tho.

This is a screenshot showing what our guild's main priest sees in WoW (I hope she doesn't kill me if she finds out I'm using it, noone knows of this site, anyway):


Not so different from a browser-based game. Are we sure we are actually using the potential of three dimensional worlds?

It's definitely not a superficial problem and one that seriously needs an answer. I also believe, as the comments I quoted, that we should move away from UI-intensive gameplay and focus more on the immersion, realism and even a simplification of the combat mechanics.

Something to think and write about in the future. Consider this a memo.

Re: The "healer" problem

Pretty much - when I play healer, I really don't get to look at anything else or savor the epic battle taking place in front of me when mashing frantically on the heal buttons.

The UI is not friendly to healers (though to Blizz's credit, it's very user-friendly the rest of the time), hell, the gameplay isn't friendly to healers either.

1. Killing and damage get rewarded in battlegrounds, not healing - yes there's that bullshit about being in a particular group and getting to 'share', but when not in BGs and doing normal ad-hoc pvp, I don't get jack shit for healing others running around randomly.
2. Healers usually have to stay in back - meaning that if they do happen to help in a BG or pickup group, they won't get access to the drops (the rogues/warriors/anyone else in front) loot the corpses before a healer can even get close.
3. There's not a lot of variety in gameplay - whee, mash button, mash button. If I move around, I can't heal as effectively. A melee or ranged type dancing around, using different attacks, etc. = more interactive and immersive than healing gameplay.

So yeah, folks will go, "That's the class you picked, deal with it." Oh, I have, but it'd be more fun if I could actually look at the world and see what's going on more readily, and it'd be more fun if I could move around and had more variety in my healing-type gameplay. Especially a company like Blizzard - they made the clicky-clicky of Diablo fun, why not healing?

Re: The "healer" problem

This is a Healer Friendly Raid UI:

http://i228.photobucket.com/albums/ee159/marzieus/ScreenShot00029.jpg

That's not from me but a healer buddy of mine during a 24-man raid in LOTRO.

Note that all the UI elements in this game can be moved around by switching to a UI mod mode and dragging the bits around. Even the skill bars at the bottom can be moved, turned horizontal, scaled and assigned to new activation keys (i.e. shift/ctrl/Alt)

I use a UI mod to clean it up some and I play in a much higher resolution. Here is a link to my own UI (Warning it's a very large image!):

http://www.gldvxx.com/crap/nick/ScreenShot00152.jpg

I'm only a secondary healer and melee/support class so I turn off the bars for the rest of the groups to focus on my own.

Re: The "healer" problem

Seems like your guild priest doesn't use the dead useful CT_raid_assist emergency monitor. It's a great tool for healing but it would take pretty much all of the remaining screen real estate.

For healers, WoW was actually a step backwards. True, we never did signifcantly more than staring a health bars but the healing and combat mechanics in WoW, which require you to constantly keep track and mash the flash heal button, make the job even more exhausting and tedious than ever before.

Besides, WoW's UI is horrible and pathetic. It's designed to make it easy for MMORPG newbies but even those will soon outgrow the limitations of WoW's unmodified UI. When I first started playing WoW I was pissed off by the fact that I couldn't even place my hotkey bar where I wanted. Some great UI... without Mods, the game would be a PITA.

Re: The "healer" problem

(sorry Abalieno, lost my login info)

First thing we do, we kill all the priests. (and clerics and doctors and the entire Main Healer class)

I know this is blasphemy, but get rid of the Main Healer ideal. Every class has potions or healing widgets or trinkets of healability, and tune the encounters to that. Problem solved.

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 :)

WoW's Healer problems

Of course there are going to be crazy user interface modifactions for Priests in World of Warcraft, just look at all the micromanagement that the player of the Priest must endure to be effective.

As I look rather quickly over the WoW's Priest's spells I find a total of two heals that affect an area, both of which seem to be much less effiecient than the single target heals. How much micromanagement any role has to play with is a matter of design. Blame Blizzard!

In Warcraft III, some spells had an autocast toggle. If the player turned a spell on autocast it would automatically buff entities which did not already have that buff or debuff. Last time I played WoW no Preistly spells I obtained could be set to autocast.

Examples...
Spell 1 (God's Whatever)
Target a circular area with a diameter of some feet. Healing available over some period of time is fixed. Friendly entity with greatest relative life deficiency recieves the bulk of the healing available. Spell continues to drain mana and heal as long as healer does not do some other action. Spell could have a minimum healing time to prevent healer breaking too soon.

Spell 2 (Hot Potatoe Devine Shield)
Targeted buff cast on friendly, absorbs some amount of damage, then automatically jumps to a nearby injured friendly. Gotta go foozleodials!

Re: The "healer" problem

I had an idea that would turn the healing mechanics somewhat more fun (I play a 60 priest much like the picture shows).

Anyone who played Ragnarok Online in the past agrees that priest and wizard were the most fun and hard classes to play. But ragnarok was 2d so it's kind of hard to copy the system.

But my idea is, a new 31 points holy talent. This talent would take lots of mana to cast (to avoid the abuse from pvp) and make you unable to use any ofensive spells (smite included). I'd be a 30 minutes or 1 hour buff to the player that whould make all heals instant but only healing two thirds of what casting heals would. These heals would all be affected by the cooldown instead of a cast time (maybe even making the global cooldown in flasheal a bit higher than the cast time, same with gheal (making it some kind of last resort heal)).

With this change something new would be introduced into the interface. Health bars that actually work (over the head of the players) instead of the crappy version you get when you press "v" that only shows npcs health. Also the hp lost would be shown over the player's head so you'd knew who was getting hit.

Like this you'd be selecting the player and casting the heal. Because it is harder to select a group of pixels jumping around the screen I proposed the instant heal thing, to make it easyer to deliver a much needed heal.

In the end you could still heal with the HP bars on screen, you could play without the buff and still be good, but there would be a much more fun alternative :/

Re: The "healer" problem

Requiring healing in MMO's, in general, is one of the stupidest and most handicapping things in the genre. It's a role that essentially has more work than other classes, for less fun, yet gets little to nothing in the way of rewards. And people wonder why nobody plays healers?

And naturally, when healing's present, that means it's eventually required, which means that the healer-hybrid classes (Druid, Paladin, Shaman in WoW, for instance) are invariably pigeonholed into doing nothing but, as anybody with any lick of sense avoided taking a healing caster. It's probably also why Blizzard seems so dead-set against Paladins having any sort of capability to tank or DPS; it's the 'shut up and heal me' mindset, taken to the developer level.

Amen Asimo

What you have stated here I have also thought of many times since playing WoW. It seems that WoW is going down a road where you must have a specific combination of classes in order to be successful. It should be noted that this isn't just limited to healers. Many guilds on both of the servers that I play on look for specific formulas to make up their roster in order to take down higher end content. The root of the problem is in my opinion a very flawed design decision by Blizzard who seems to think that its fun to subject their customers to events that are very finely tuned. So finely tuned, that specific conditions are required for victory. Sadly this approach at game design in my opinion both marginalizes the game but also is a slap in the face of the person who took the time to level and equip their character. A character which is now excluded because of a skill set that not only doesn't match up with the finely tuned encounter but also is also considered a liability to the success of the group/raid. I just don't see the sense in locking many users out of content that they otherwise might be able to enjoy.

Re: The "healer" problem

Holy Gods!

This picture is almost enough to make me quit WoW...and glad I never intend to join the raiding game (it helps that so many players in WoW are unfriendly, often unreliable loot-obsessed numpties, which convinced me while my main was still in its forties never to get involved in raids or other situations where I have to interact with, or depend on, them. Bleh. Hail to the 5-man, max 10-man group of dependable and likeable friends!).

By the way, have you tried Call of Cthulhu: The Dark Corners of the Earth? It is a console RPG that has, by and large, done away with the UI. There are character and inventory screens, for sure, but 99% of the gameplay is UI-less, with NOTHING on-screen but the world.
More interesting, it works! It really is an excellent game.

Re: The "healer" problem

No, I don't think removing it would be the solution, some actually enjoy (even if it is on from a lore point of view) the cleric role.

And for end game content the point is every class is needed, not only healers or warriors. What should be changed is the necessity for other classes, not nerfed the role of healers...

Re: The "healer" problem

Always a set ahead.

Re: The "healer" problem

Its fine, just download some UI mods and clean up your screen tbh. Btw i play a priest in a raiding guild and i have never seen such a cluttered screen. Still, whatever your comfortable with, some need everything on screen, some have cleaner screens, all a matter of taste.

Re: The "healer" problem

It actually reminds me a lot of my 'hybrid' druid in WoW. A similar amount of health bars on screen, as a class which was hyped a a true mix of tank/dps/healing got pigeonholed into healing only...

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