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Reader Comments (9)

Posted: Dec 1st 2010 11:42PM Space Cobra said

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It's funny to me that you say, in one paragraph, that Healers don't exist and you don't need to spec for one but in the next section, you point out that players forming groups/task forces look for one.

That is generally the case in the game, and it can be blamed on preconceived ideas from other MMOs or that forming up for the tougher Task Forces, one acknowledges that groups DO need a healer and spam to find one (even if it is a buffer in form of a Kinetics user).

I like the game and understand the need for "healers" in tough missions, but it is a strange double-standard dynamic, IMO.

Posted: Dec 2nd 2010 12:30AM cyanpill said

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One funky thing about the defenders not being healers- defenders get 10 powersets they can choose, and 6 of them have one heal... which really isn't enough to be a dedicated healer. Empathy is the only set that gives more then one heal, which is ironic that the other three archetypes get 2 sets with more then one heal.

Posted: Dec 2nd 2010 1:48AM Sam not Spam said

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Of course, Empathy has more buffs than heals on top of that. I personally find it to be a boring set, but that's just me.

Posted: Dec 2nd 2010 8:53AM Sente said

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I cannot say that I find any team specifically looking for healers, be it task forces or other kind of missions. They might look for archetypes than have a powerset which includes a decent heal, but that is really just to complement to other buffs/debuffs/support a character can contribute with. .

Pro-active damage migitation is overall more effective than after-the-fact repair, but it also does not hurt with sometimes spammed AoE healing as an extra bonus.

Posted: Dec 2nd 2010 9:40AM Jeromai said

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It strikes me that besides the carryovers from other MMOs that crave the psychological security of a "healer" in their team, most of the task force seekers are really looking for kin or rad - kinetics or radiation - which are the two more noticeable buff/debuff powersets that also sport -regen, something that makes fighting purple-triangled regenerating Archvillains a lot less painfully long.

Any defender in the team, or a controller, or a tank, or just careful play can lead to survivability. But many folks are looking for vroooom fast.

Of course, dark and presumably poison or was it traps now also have -regen. There's just less knowledge and mindshare about those powersets, hence less demand.

Good intro article all the same. It was all those differences from standard MMOs that hooked me onto CoH at the very beginning.

Posted: Dec 2nd 2010 1:57PM Valdamar said

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I've always found more players wanting "healers" in their group on hero-side than villain-side, mostly at low-level though - maybe it's because hero-side has always been more popular so the misconception is more visible - but it's rare that misconception survives through to the higher level task forces. In fact I don't think I've ever seen a LGTF, ITF, LRSF or STF on Union/Defiant asking for a "healer" - just as well really because I rarely see that many Empath powerset Defenders/Controllers at higher levels (diito for Pain Domination Corruptors/Masterminds now that the novelty has worn off the powerset) - not compared to all the Kinetics and Rad Emission Defenders/Corruptors/Controllers.

CoH obviously gets plenty of new players whose only experience of MMOs are WoW/EQ-style "tank & spank" MMORPGs, so their perceptions of how to play are obviously coloured by that. But on hero-side I think it's more prevalent because the hero archetypes do somewhat cater to people who think that a trinity-style structure should exist in all MMOs (and maybe this also explains why hero-side is more popular - because the archetypes fit into roles that new players find more "comfortable" to play - they start on that side and just stay):

There's a tank archetype that even advertises its supposed role in its name (Tanker), there's the traditional ranged and melee damage-dealers (Blaster & Scrapper) plus a controlling "class" (Controller) that would probably be a more familiar part of the "trinity" to ex-EQ players rather than ex-WoW ones (Warrior/Cleric/Enchanter was the Tank/Heal/Control trinity in EQ - though the Enchanter was more there for mana regen buffs than controlling tbh) - then I guess newbies go looking for their "healer" archetype and obviously they settle on the Defender, with buff/debuff/heal all being available in most of its primary powersets

It's not so bad nowadays, but I certainly ran foul of it back in I5 (2005) when I played an Archery/TA Defender and just kept getting kicked from teams, often accompanied by abuse, because apparently I was stupid for not picking a "healing powerset".

Villain-side obviously has an advantage in that most of the archetypes are hybrids without a dedicated place in a "trinity" style strategy.

I just hope if there's a CoH 2 that all the archetypes will be hybrids, with no recognisable "tanks" or anything that could be a labelled a "healer". Champions went some way towards that with it's roles that any player could assume, but I just found the gameplay too unsatisfactory and the character building/progression too counter-intuitive to stick with it.

Posted: Dec 2nd 2010 2:00PM Valdamar said

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And I meant TA/Archery Defender - I guess I've just played far too many Corruptors ;)
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Posted: Dec 3rd 2010 12:05AM Jeromai said

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Go go healing arrow!

Might make a fun Valentine's Day gag power. Shoot an arrow into someone's chest or back, get a bunch of animated hearts wafting around and they turn all glowy green. :P
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Posted: Dec 3rd 2010 7:43AM Valdamar said

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@Jeromai
That would be fun :)

I'd prefer something a bit more tech-based for a heal though - such as firing an arrow at a location and having it pulse out healing in a radius around it - i.e. just like the Triage Beacon from Traps, but placeable at a distance (and better than Triage Beacon, which I found a bit skippable when I played /Traps).

That said, it's quite nice not having a heal in the Trick Arrows powerset and just being able to focus on debuffing/control, as that's what I enjoy most when playing a support role in teams.

In a game like CoH every player has access to a ready source of instant self-healing from green inspirations, so teams can get by perfectly well in task forces with no healing powers whatsoever as long as everyone has access to some form of damage reduction (either from the debuffs/buffs/control from a Corruptor/Defender/Controller/Dominator/Mastermind, or from the self-buffs in the armour sets of Brutes/Scrappers/Tankers/Stalkers - or just from killing really really quickly like a Blaster :p ).
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