What did you like about CoX heal system? What would you change? What do you think about separating holds from debuffs? In this thread, I'd like to talk about for the "Controller" class, and the combat implications between heals and buffs and what we want to see in City of Titans.
Systems creation is likely only in talks (as animations and FX usually take priority and are less likely to change in testing) so I thought it a good time/place to ask.
(Moderator: If this belongs in the General Topic please feel free to move it)
I think the biggest threat when it comes to healing is "passive healing" or the ability to heal over time without actively casting an ability. This is for both self heals and ally heals.
If I can heal myself while still dealing DPS in combat, this takes a lot of the purpose of the class away. The other side of the argument is that lairs then would require "Trinity Play" where without a healer the entire team is doomed (something that is not exactly prevalent in superhero lore).
I tend to think that healing takes as much focus as damage and the two should not be possible to do at the same time. The same way I have to cast a damage attack, the healer should have to counter that.
What do you guys think?
Healing (others) per Second is usually, by design, much stronger than damage per second. But most people who play healers want the ability to heal multiple targets at once. While we don't know how pets and team size factor in, What are some things that you think healers generally need innately to function?
Range for instance.. It's often in comics to have a melee range healer but I have yet to see this translate well to video games (Often rooting the healed target). Are there people who would WANT to play melee range healers and should there be some innate advantage to being so much more vulnerable in Melee instead of from range.
Revive/Rez is often the BIGGEST skill a healer has in their back pocket, but many games have now gone to the "any class can rez" model and it's received alot of praise from gamers. Do you guys think reviving defeated players is something that the class needs to be useful or do you think that reviving can be open to all classes (perhaps with advangages for being in healer role).
For me (my opinion) the ability for anyone to rez is AWESOME. I would however put a long cooldown on the ability and have that cooldown shortened for the Guardian role. Maybe other benefits like the cast time of the revive is greatly shortened as well (usually you are not allowed to revive while receiving damage in combat).
Buffs are awesome ways to strengthen your odds in a battle. As a Guardian I see this class has buffs/debuffs listed. I have given my opinion that debuffs are usually more for controllers than gardians while guardians do "buffs".. what are your thoughts on this?
What kind of buffs would you like to see? I hope to see things like:
Increase Ally (self?) Damage Resistance
Increase Movement Speed (Freedom from Crowd Control?)
Increase Attack Speed (lower cooldown or give more energy.. mechanic not really released yet)
Grant Allies ability to use Z Axis (Levitate/fly/etc)
Increase attributes (Stats system? CoX System?)
Increase Stealth (no one likes to talk about stealth)
Decrease Threat (no one likes to talk about threat)
One thing I posted in the Commander forum is that I hope Buffs and Debuffs are qualitative and based on a "Buff Points" system just as damage is on a "Damage Points" system and Health is on a "Health Points" system. This means that if a player wants to focus their attributes on Buffs instead of Heals they are given the option of having stronger potency buffs instead of a static 15% buff over varying time.. they may be able to use the same ability with maxxed out characteristics to for 40% buff (over a static amount of time).
What do you guys think of this?
Finally, something alot of people are asking about .. Shields/Force Fields/ Etc.
This mechanic is hard to pin down. One thing I do want to say about Shields is that I hope they vary on the damage type they shield from. Having a Force Field may absorb Damage Points from Electric Damage and Physical damage.. but not supernatural (magic, psychic) damage. I hope IF there are "bubbles" and "shields" available to players they are not universal to all damage types. It makes casting them more dynamic and keeps one type of shield from being the only neccesary power.
How necessary should Healing be?
Should Healing have inherent distance benefits?
Should Guardians be able to revive (while others can't or can't as well)?
What attributes should gaurdians Buff?
Should buffs be quality based (strength based on value)?
Should guardians or commanders be the debuff class?
How do you envision Fields/Shields?
Crowd Control Enthusiast