Wednesday, October 28, 2009 at 7:35PM |
Llyra Healing and fun, part 3
Today, the dramatic conclusion. Part 3 of the Healing and Fun series. Weep for the future. And check out part 1 and part 2 if you haven’t already.
Idea 3: Damage should be preventable

Discipline Priests are currently the only healing spec able to actively prevent damage. Given how quickly and how tenaciously the Priest player base has embraced the Discipline spec, it is clear that there’s something good there. Steal it.
Priests should still be the kings of countering damage. Those bubbles prevent all damage up to the strength of the shield. What I propose is that any healer should be able to apply temporary immunities to specific damage types. If I know that a strong fire-based attack is coming, like Sartharion’s Flame Breath, I can fling a fire-resist buff on the tank and buffer it, nullifying the attack.
In addition, I think that DPS players should have an active hand in mitigating their own incoming damage. A Rogue, for example, should be able to activate a short-cooldown dodge ability that forces an evade of the next attack. Perhaps a Hunter could activate an Aspect of the Twin that creates a phantom mirror image that will soak an incoming spell. A Warlock might, through force of will, redirect a boss’ Fel Lightning onto his Fel Hunter, grounding it.
All of these abilities should be active, a button you hit when you expect damage, that gives you a short but total resistance. Not only does this give players a new way of interacting with the world, it is one that is more situationally aware than healers and DPS often have. And it is a counter to the otherwise single-note jobs of “raise the green bars” or “press 3 when it is off cooldown.”
Idea 4: Let healers tank
There is a basic sensibility problem inherent in the threat system. Most mobs, if they had any intelligence at all, would make a beeline for the healers and tear them apart. As evidence, look at what happens in an arena fight. A healer might not be the first to die, but they’re a much higher priority than a so-called tank.
If Arthas wanted to win against whatever raids came after him in Ice Crown, he’d simply walk through any tanks in the group (there’s no body collision, after all) and cut down the healers. Healers — I promise you that Arthas can 1-shot you. That he doesn’t is a signal. He wants to lose. He feels terribly guilty about chopping up all those fine people in Stratholme.
Threat is one of the absurdities of the game that we swallow for the sake of solid gameplay systems. Like the impermanence of death, mob spawning, aggro radii, the ability to pass through the bodies of all living things, and the fact that 80% of the pigs you kill in Westfall have no intestines. These aspects of the game are jarring to our sense of simulated reality. They need to be explained. Or explained away, which as the Forteans will tell you, is a very different thing.
I wouldn’t mind mobs coming after me when I’m healing, as long as I had the tools to deal with it. I am a major threat, after all. I won’t kill you myself, but I prevent you from eliminating the people who will. I’d welcome a tussle, even. Provided the designers give me some survivability tools, that is.
Healing aggro was the single worst part of the game for me when I was Priesting. Because most players, “tanks” included, knew nothing about the invisible threat mechanic, any pull with multiple mobs quickly turned into a “Let’s kill the healer” wipe-fest. Having mobs on me led to this awful thought: “Healing myself will just generate more threat.” Then I would die. Being made of paper certainly didn’t help.
Imagine instead if I had the ability to knock mobs away from me. Imagine if the tank was the number one target because he was the most threatening player on the field. Imagine if I could stun mobs in place and run clear of them. Imagine that standing in a formation is strategically significant beyond how much AoE healing you’ll receive. Imagine if mobs had to fight through a swarm of Mages and Rogues to get to me.
If the designers gave survivability tools to more classes and made the raid’s formation matter, the game’s aggro mechanics could be made sensible. As long as I can stand a few seconds of being hit, long enough for the mobs to be literally peeled off me, I would welcome a return to the days of high healing threat.
So those are my ideas. The floor is open. What do you guys think? What would you do to the healing game to change it up? Your thoughts — I want them!


