Post by Azherae on 2022-10-16 18:04:55
I think I don't see it that way.
Many people in the older MMOs used to think 'Healers are good for quick leveling' because they basically get a lot of invites and people often put up with less skilled ones.
But from MUCH anecdotal experience, people also treat healers like disposable bots around 50% of the time. Like, 'will get their group of DPS friends together, maybe befriend the tank if they aren't part of the group, but the healer is just an interchangeable thing that you don't befriend much'.
Not sure of the arrow of causation there if there even is one, after all, a healer in super high demand who doesn't turn down parties won't necessarily get too close to any given one.
Anyways, problem is that DPS 'can always solo mobs' even if it is expensive (obviously hyperbole) and the 'tradeoff' was often that Healers 'couldn't'.
But then it was changed to not be that way, basically.
It's also a flaw in the way most games design healing requirements, yes, but I think they should all be able to solo mobs, just differently. Tanks be slow, DPS be risky/expensive, Healers be between the two (mana runs out, damage is low).
If Mana doesn't run out, well, there's your problem. Similar for when the only real threat a character faces is 'Is my HP 0 yet? If not, do normal thing'.
Many people in the older MMOs used to think 'Healers are good for quick leveling' because they basically get a lot of invites and people often put up with less skilled ones.
But from MUCH anecdotal experience, people also treat healers like disposable bots around 50% of the time. Like, 'will get their group of DPS friends together, maybe befriend the tank if they aren't part of the group, but the healer is just an interchangeable thing that you don't befriend much'.
Not sure of the arrow of causation there if there even is one, after all, a healer in super high demand who doesn't turn down parties won't necessarily get too close to any given one.
Anyways, problem is that DPS 'can always solo mobs' even if it is expensive (obviously hyperbole) and the 'tradeoff' was often that Healers 'couldn't'.
But then it was changed to not be that way, basically.
It's also a flaw in the way most games design healing requirements, yes, but I think they should all be able to solo mobs, just differently. Tanks be slow, DPS be risky/expensive, Healers be between the two (mana runs out, damage is low).
If Mana doesn't run out, well, there's your problem. Similar for when the only real threat a character faces is 'Is my HP 0 yet? If not, do normal thing'.