One way to breathe a new life into multiplayer shooters could be removing any guns from healers.

Make them potent, but vulnerable!

Why is it important:

  • Players that don’t like shooting, but love teamwork would finally be represented (yes, I’m speaking of your girlfriend!)
  • Having to protect healers would benefit more organized teams, rewarding teamwork
  • Healers would have a more dynamic gameplay revolving around avoiding damage: stealthy movement, ability to quickly traverse dangerous zones, coordination with fellow teammates are all required to benefit your team as a healer

What might need to be tweaked:

  • Healers should be made into the only revivors, and we should either punish death more (which we’d better be careful of if that’s a dynamic game) or give buffs on revival
  • Healers should get more movement abilities to increase survivability. They may also get speed boost when running towards teammates (similar to Conduit Savior’s Speed in Apex Legends)
  • Team compositions should accommodate for several healers as to not introduce a single point of failure

Overall, I think it could introduce a new dynamic to team arenas and skirmishes, as winning now requires more coordination within a team and better understanding of everyone’s roles.

  • Dasus@lemmy.world
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    2 hours ago

    Nope. Favours pro play and is absolutely shit at lower tiers.

    This is why Mercy has a gun and why tanks in mobas have to have a bit of kill potential. It’d be incredibly frustrating to want to play a healer like that and your team being completely dogshite without you having any ability to affect enemies.

    AugustUwU, a Riot developer talks about that a bit on some of his videos.

    • dubyakay@lemmy.ca
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      38 minutes ago

      Disagree. Both Ragnarok Online pvp and World of Warcraft arena had tank mage builds (discipline priest and priest/high priest) and they were incredibly fun to play. Especially early-ish discipline pvp was all about proactive absorption and then removing as many buffs and burning mana of the enemy.

      Then of course blizzard did their usual blizzard shit.

      • Dasus@lemmy.world
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        29 minutes ago

        Balancing is different in a MMORPG. And one person having fun really doesn’t tell a lot. The point is that when it’s done in team games, usually it ends up frustrating most players.

        Like say a MOBA had a hero who had a 30% winrate. There might be plenty of mains who don’t mind at all and find the hero fun and good. But the stats from a million games tells a better story than anecdotal experiences.

        edit remember that in an mmorpg, everyone in a pvp scenario already has a ton of experience in the game, whereas with a moba, you haven’t necessarily played one character through hundreds of hours of grinding.

        • dubyakay@lemmy.ca
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          19 minutes ago

          I still think it’s okay to have high skill ceiling classes though. It’s one reason dota2 Invoker was so popular for example.

          They could probably add one healer in a moba or team shooter that has a complicated but rewarding game play.