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Healing And Death In An MMO

Heal! Fight! Big monster!

Guild Wars 2 has been steadily releasing new information, and a lot of it takes some contemplation. Take this explanation of how healing and death will work in the game.

After falling down, you enter 'downed mode.' A second chance, if you will, using only four skills, to take down an enemy and reenter the fray. If that doesn't work, everyone around you has the chance to revive you--all classes being capable of such (though, if I recall, the first game also had a resurrection signet all classes received). However, it appears there will be different skills that can achieve the same effect, some very class-specific. They give the example of a warrior using "I Will Avenge You," whereby an enemy can be downed and then the downed player revives.

What if you do die?

Release from your form and choose the waypoint at which you reappear. Also, less of a penalty than the first Guild Wars exacted. As they state:

Players who have recently been downed several times will take longer to revive each time. If no one revives you, you can spend a small amount of gold to come back at a waypoint. It's as simple as that, and why not? Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn't think of a reason. Well, we did actually think of a reason--it just wasn't a good one. Death penalties make death in-game a more tense experience. It just isn't fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don't have to penalize you a second time.

With all this also comes the second large change: no dedicated healing class. Every class has their own healing skill, and there exist some 'heal other' skills, but the latter are not as powerful. The idea is that all the cool moments in a game come from teamwork, so offer more skills that allow collaboration and cooperation, rather than reacting to what's happening on screen. Healing is a reaction to what's happening, whereas they wish players to be more proactive and involved in what's occurring on screen.

The second reason would be that any person who has played an MMO or team-based RPG and waited on that perfect team set up knows what waiting for a specific class can do to your fun. Rather than sitting around waiting to play, they just want players to... play?

We keep hearing other MMO developers espousing the "holy trinity" of DPS/ heal/tank with such reverence, as if this is the most entertaining combat they have ever played. Frankly, we don't like sitting around spamming "looking for healer" to global chat. That feels an awful lot like preparing to have fun instead of having fun.

Instead of the traditional trinity, every Guild Wars 2 profession is self reliant--not only can they all help each other by reviving in combat, but all professions have ways to build their characters differently to make them more versatile for group play.

Therefore, instead of having dedicated classes, each class can switch skills to focus on three attributes: damage, support, and control. The first two being self-explanatory, but the third being what we commonly attribute to tanks--controlling the battlefield. Here an example is given that stun can be used to stop a fleeing enemy or help an ally (though it is not wholly explained how it would).

Therefore, in some ways they have not rid themselves of the basic building blocks surrounding the system of DPS/Healer/Tank, but have instead shifted the focus so that everyone can mix their own representation of it. I do wonder how many will automatically fly into the comfort of their predetermined roles, and how many will seek to mix things up as much as possible. The goal reads that they wanted to be sure everyone could be self-reliant, whether solo or in a group, but being in a group allowed for greater versatility.

Color me intrigued to see how it all plays.

4 Comments

Shadow Stepsh said:

Nice. Reminds me of the way they did death in Borderlands. Works for me, and as long as they create good support classes and/or abilities I'm happy.

Sami said:

I have to ask, if everybody is capable of doing everything, then what's the point of having job classes anyway?

I have often wondered this when reading stuff about MMORPGers wanting more "balance" to the jobs, like it's a bad thing that a healer is physically weaker than a warrior, or something like that.

I thought the whole point of having different classes is that people can come together to play with complementary skills.

But apparently "fun" means breezing through the game with no trouble or strategy at all, nowadays. :/

Nexus said:

I like this.
It strikes me as being vagely similair to how in Champions Online you can combine all kinds of abilities together.
For instance in CO I have a DPS character, but with a couple of healing skills. That way I up my survivability and don't have to rely on a healer.
I'm all for moving away from the traditional roles. I never understood why people thought it was so damn necesairy to always have that class trinity.
Though I guess it might appeal to people who play MMORPGS exclusively for grouping. In my experience those people can't understand that other like MMORPGS for diferent reasons.

Heavyhanded Love said:

"Here an example is given that stun can be used to stop a fleeing enemy or help an ally (though it is not wholly explained how it would)."

At least in my neck of the MMO woods, Stun is especially sexy because it eats deadly, Area of Effect or otherwise egregious attacks directed at yourself or your party. I'd imagine that's what they're describing here.

And girls who like girls who like rumble packs!

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Recent Comments

Heavyhanded Love on Healing And Death In An MMO: "Here an example is given that stun can be used to stop a fleeing enemy or help an ally (though...

Nexus on Healing And Death In An MMO: I like this. It strikes me as being vagely similair to how in Champions Online you can combine all kinds...

Sami on Healing And Death In An MMO: I have to ask, if everybody is capable of doing everything, then what's the point of having job classes anyway?...

Shadow Stepsh on Healing And Death In An MMO: Nice. Reminds me of the way they did death in Borderlands. Works for me, and as long as they create...

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