Quote:
Originally Posted by joshuarodger
healer classes always take on the primary role for keeping a party alive. just as damage dealers take on the primary role of killing enemies. damage dealers shouldn't have to worry about keeping themselves alive any more than healers should worry about killing.
/notsigned
there are already plenty of options for healers in the game. use heroes or henchies if you can't find real people. adding another class set up for healing doesn't mean that one of them will be around any more than they are now.
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thats imo wrong, just implement in GW2 a traditional system based on healing consumeable items, like Potions, Tonics, Herbs and Elixiers ect. and automatically would be all professions able to keep themself for some more or less fixed time alive, without being forced to rely on the powers of healing classes, that have the advantage to heal much stronger, more targets than 1 and can nearly unlimitately heal due to regeneration of energie.
Thats only one example to show you, that healing classes must not be automatically ever the primary role for group survival. Not as long all other professions could use something consumeable, or certain effective self heal skills to compensate the lack of healing classes in the group.
But how GW1 is in the moment, you won't live very long, when you have no single monk or healing ritualist in your group, because the self heal skills certain classes have are too weak to survive without healing classes.
GW2 will be based alot more on Solo Gameplay, than GW1, so when Anet wants to do that, they must give all professions good enough self heal skills either, or when Solo Gameplay should have some kind of a hook, then the ability of playing solo without healing classes should become a traditional gold sink, letting players to have to buy consumeables, that heal you and I'm somehow a bit sure, that it will be exactly that, what we will see later in GW2, because its the most easiest solution, that balances also the games economy a bit and offers the developers also to give GW2 some kind of Alchemy System to manufacture those healing consumeables, without having to buy the stuff from NPC's for those players, which want to avoid buying the stuff from npcs and love it more, just to collect certain trophies from mponsters or to search in the environment for certain plants and herbs to mix them together for your tonic whatever...