Where have I scurried off to? Well, you know when you get so passionate about something that you kind of lose yourself in the moment? And you know when that something isn't a thing but a one? Also, haven't been playing anything new. But this had a point other than vain apologies didn't it?
I'll be the first to admit: I'm not the most experienced of MMORPG players out there. In fact, my repertoire is fairly limited. My first big one was WAR and I've just recently decided to give Aion a whirl. Oh, shush you hatemongers. I have my gripes with the game as well but circumstance dictated and I, as the good girl I am known to be, acquiesced. But from what little I have seen, heard and experienced, there is this core fundamental rule all these games seem to cling to.
I'll be the first to admit: I'm not the most experienced of MMORPG players out there. In fact, my repertoire is fairly limited. My first big one was WAR and I've just recently decided to give Aion a whirl. Oh, shush you hatemongers. I have my gripes with the game as well but circumstance dictated and I, as the good girl I am known to be, acquiesced. But from what little I have seen, heard and experienced, there is this core fundamental rule all these games seem to cling to.
I'll introduce the topic with a little haiku-esque adage I heard just the other day while I took the mop to the floor.
"If the tank dies, it's the healer's fault.
If the healer dies, it's the tank's fault.
If the DPS dies, it's their own damn fault."
Most of you will agree that, although a bit extreme, most of the times the saying rings true. The tank is there to take the beating for everyone and the healer's there to make sure he can survive it. In doing so, he's perceived as a threat and it is then up to the tank to become an even bigger one. The dance goes on and on until things are rendered immobile and pronounced dead. This is not a broad sweeping statement. It covers mostly PvE instanced encounters of the softer kind. I acknowledge the usefulness of DPS classes and that they too have an important part to play but often times with a lesser responsibility load. And, usually, your choice of DPS player (not to be confused with character) is irrelevant while your choice of healer/tank combination is not. Is it any wonder everyone blames either the healer or the tank?
Life isn't made of instanced PvE alone is it? Let's take large-scale PvP then and the only true experience with it I've had. How would one rate this partnership then? Equally as important? Maybe. Ideally, tanks will be the ones to receive the burst damage from enemy lines and they will be relying on their healers to get them through it so they can cause the disruption they set out to do, all the while looking after the safety of their own files as well. This, to me, seems more of a one-sided relationship seeing as aggro isn't an issue and healers are a target regardless of a tank's efforts. Usually. That's when crowd control becomes the most useful. But the safety of DPSs is now an added concern.
So, what's my point in all of this? My point is this: why? Why is the mechanic always the same in that there has to be an archetype to take the beating and the healer to keep contesting for it? Oh, what is that you say? There's something coming out that goes against this premise?
Yes, from what I hear GW2 does not sport dedicated healing classes. And that, against all expectations, is what leaves me the most curious about the game. I've heard it say time and time again that healers are the demise of many a MMO. Which is harsh because it's what I am, a healer. But here you introduce to me an environment where it's every man for themselves in a big battlefield against other factions. It makes me curious.
I still haven't got the money for it and I am definitely inclined to give it the tOR treatment. Imma wait it out.
Think less "healer" and more "support". In GW2, the support seems like it comes from other areas, in a way similar to how "City Of..." and MOBAs do it. Support by preventing or reducing enemy damage output. This is done through methods like increasing your own teams mobility (avoidance), increase team resistances/armor (damage reduction), or disable enemy unit (prevention).
ReplyDeleteI'm only talking about PvP here, eff the rest of it.