#Let's talk about healers - Part 2

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ornate verge
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2 - Bloodletting healers: "Bloodletting" make you healers a damage dealer instead of heal (Obviously damage to enemies xD) This type of healers have a decent amount of damage but they just have this, damage and no more, no special ability as other magic builds or something to let them shine, let's compare Blood Healers with his most similar class, the mages Mages
Mages has more damage, they can deal damage to backlane with his Lightning and Earthquake, has more range = more safety, has better mana sustain, has other useful mutations like "Defensive & Speed Magic", they have mass control mutations like "Antigravitational Strike " and "Blind Lightning" and they can be combine with Tanks with mass taunt who makes them even more powerful (On a past healers could combine with mass taunt tanks but since 1.0 new quests it's impossible to have Remote heal and Mass taunt on the same build, and Remote Heal is 101% necesary for this type of healers) And what has healers on advantage? 40 more base HP and -1 token cost, I mean nothing, so why the hell someone will prefer bloodletting healers than mages?

And how can they be improved?
For support healers it's easy, let the player choose who unit healers needs to heal (Or at least approximately). Another way to improve them is give him new ability to heal a group or something special, and the last one is to change the heal to see a REAL healing, I want to saw my healers healing and think "Good job my friends"
For Bloodletting healers is hard unless dev give a new mutation who can damage enemies/make them alive A LOT of more time, I think buff the damage it's not an option, as I said before the problem is not damage, maybe with a heal group mutation (As I proposed previusly) can be good for both ways, heal/buff team and damage group of enemies with bloodletting
For PvE... I think they are good balanced

If any dev read this and want any mutation ideas for healers please let me know, thanks ❤️

marsh spindle
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For Bloodletting healers is hard unless dev give a new mutation who can damage enemies/make them alive A LOT of more time

What do you think about specifically turning all the healer buffs to negatives instead? speed reduction, damage reduction, purify could be a 1s silence. That would make them competitive and set the apart from mages a bit. To me that seems like an easy fix. Or maybe it's too much.

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Great thread btw, I enjoyed reading it and I agree

ornate verge
# marsh spindle > For Bloodletting healers is hard unless dev give a new mutation who can damage...

Thanks for the comment, it is important for me :)
The idea is awesome and I thought about it some times, but my conclusion is not as good as I want, some debuffs can be abusive like Powerfull pill (Imagine enemies with negative or 0 attack lol) and healers can just debuff frontlane units who usually is "useless", but it can be really funny to see those healers destroy some Tricksters, Fencers or Fighters builds xD
Another idea is for example find a "Class partner" for healers (Like Cultist & Fighters, Tanks & Eggheads, Tricksters & Mages... You know) and make a mutation who involve both builds, Fencers class are also alone and sounds perfect for him and they also has a start with those two :D (And both are not having his best moments on PvP, maybe it's the perfect moment to do it)

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Btw I'm thinking about a full healers team, if you idea is implemented it can be really good to make healers a "Bloodletting support" with few of them on the front, and solve the problem of take Remote Heal instead of something else

sacred yoke
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taste of blood Fencers
100% chance to give crit to bloodletted enemies
or
heal if attack target get bloodletting

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first one for fencers, second for healers (fencers just can tank more damage)

sacred yoke
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and i think mages is bad example, magic fencers better, they both change their type from 1 mutation

ornate verge
sacred yoke
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i dont think mages more similar then spin fencers