Problem: Healing is too strong
Why is this a problem: It is a problem because any build that does not rely on burst damage becomes completely redundant in the face of healing, thus narrowing build diversity significantly. This is why 95% of the elementalism spells are near useless, why foot archery is near useless. Anything that does not do large damage consistently is near completely useless.
Anything that lacks mobility is also near useless, because a lack of mobility (or range), means damage cannot be applied consistently, which results in healing overriding any damage done. This is why mounted archers with healing are such a huge issue.
Solution: Mana cost of magic healing is WAY too low. Greater heal, for example, is less than half the mana cost of Mental projectile, yet restores near the same amount of health as the damage done. This means healers can essentially tank magic damage indefinitely without intervening with corrupt.
Corrupt is too easy to deal with due to purify. You have a cheap easy to access spell that anyone can use, that locks out anti-healing for pretty much no cost, that can be cast extremely quickly. Basically anyone can cast purify, and it doesn't scale with anything, meaning it is just as effective if you're not a full blown mage, as it is as if you were someone who was essentially a full melee fighter.
Magic heals should be dealt with by giving all styles of play an easy way to shut down healing that CANNOT be turned off easily. Why is there no poison arrow that turns healing off? Being hit in melee range should apply a debuff whereby healing is significantly lowered; similar to how it works with bandages; HOWEVER, this debuff should ONLY apply if you're trying to SELF heal, not if someone is trying to heal another. Oh, and please, don't make it some 5 second debuff, we want it to essentially be shut down while they're under direct fire. Nobody should be healing while they're being attacked unless it is from another player who is a dedicated healer.
Magic Heals should require a greater skill investment, they shouldn't be so easy to access for everyone. Spells so powerful should require a serious commitment, you should have to dedicate yourself to being a healer to have such powerful spells.
Bandages and potions are less of a problem, and have more limitations, however, they are still a problem. If someone can out-mobile you, well, they're just going to bandage over and over until they eventually beat you; leaving you in a stalemate position until they finally win. The difference being, they have the option to leave the fight at any time, you don't. If things go wrong for you? You can't run.
Bandages should only be usable while sitting. They should just be a faster way of healing while sitting, not something you apply while sprinting around. Potions? Fine, but they need a long cooldown.
Spam healing HAS to be dealt with if you want more build styles to flourish. Make it so people have to dedicate to the healer role, as opposed to just everyone being able to heal anyone.
I've complained about this so many times, and you just don't seem to understand what a huge problem this is for your game. It needs a complete overhaul; and still is one of the major flaws with your game.
Do you want everyone to play the same handful of ugly frankenstein builds, or do you want people to feel like everything they use can be useful? If you want everything to feel like it can be useful, then you need to nerf spam healing across the board. I genuinely feel you are extremely out of touch with how powerful healing is on your game, i mean REALLY out of touch.
Why is this a problem: It is a problem because any build that does not rely on burst damage becomes completely redundant in the face of healing, thus narrowing build diversity significantly. This is why 95% of the elementalism spells are near useless, why foot archery is near useless. Anything that does not do large damage consistently is near completely useless.
Anything that lacks mobility is also near useless, because a lack of mobility (or range), means damage cannot be applied consistently, which results in healing overriding any damage done. This is why mounted archers with healing are such a huge issue.
Solution: Mana cost of magic healing is WAY too low. Greater heal, for example, is less than half the mana cost of Mental projectile, yet restores near the same amount of health as the damage done. This means healers can essentially tank magic damage indefinitely without intervening with corrupt.
Corrupt is too easy to deal with due to purify. You have a cheap easy to access spell that anyone can use, that locks out anti-healing for pretty much no cost, that can be cast extremely quickly. Basically anyone can cast purify, and it doesn't scale with anything, meaning it is just as effective if you're not a full blown mage, as it is as if you were someone who was essentially a full melee fighter.
Magic heals should be dealt with by giving all styles of play an easy way to shut down healing that CANNOT be turned off easily. Why is there no poison arrow that turns healing off? Being hit in melee range should apply a debuff whereby healing is significantly lowered; similar to how it works with bandages; HOWEVER, this debuff should ONLY apply if you're trying to SELF heal, not if someone is trying to heal another. Oh, and please, don't make it some 5 second debuff, we want it to essentially be shut down while they're under direct fire. Nobody should be healing while they're being attacked unless it is from another player who is a dedicated healer.
Magic Heals should require a greater skill investment, they shouldn't be so easy to access for everyone. Spells so powerful should require a serious commitment, you should have to dedicate yourself to being a healer to have such powerful spells.
Bandages and potions are less of a problem, and have more limitations, however, they are still a problem. If someone can out-mobile you, well, they're just going to bandage over and over until they eventually beat you; leaving you in a stalemate position until they finally win. The difference being, they have the option to leave the fight at any time, you don't. If things go wrong for you? You can't run.
Bandages should only be usable while sitting. They should just be a faster way of healing while sitting, not something you apply while sprinting around. Potions? Fine, but they need a long cooldown.
Spam healing HAS to be dealt with if you want more build styles to flourish. Make it so people have to dedicate to the healer role, as opposed to just everyone being able to heal anyone.
I've complained about this so many times, and you just don't seem to understand what a huge problem this is for your game. It needs a complete overhaul; and still is one of the major flaws with your game.
Do you want everyone to play the same handful of ugly frankenstein builds, or do you want people to feel like everything they use can be useful? If you want everything to feel like it can be useful, then you need to nerf spam healing across the board. I genuinely feel you are extremely out of touch with how powerful healing is on your game, i mean REALLY out of touch.
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