Re: Why I love this game and why I won't play after my trial - heal nerf -
Posted: Mon Sep 26, 2005 10:43 am
I imagine the reason you haven't met many people happy about the change is because you are hanging out with relatively low-level people. Many of the people hanging out on the forums are high-level folks. After about level 100, heal is way way overpowered. At lower levels, it is much less so. I would get to about level 50 before evaluating the change, that is about the lowest level (45 actually, I think?) where healing can be realistically evaluated. Also keep in mind using range credits and time credits will help a lot. At level 50 with max stats you should be able to keep a small team up for free. At level 105 keeping a team of 105s up for free goes without saying.1ender wrote:First off let me say I realize these changes aren't bad - in theory. I think if the game's population was larger this would strike a very good balance.
Secondly, I see all these people in the forums saying that these changes are welcome, however no one I've talked to in game, so far, thinks this. In fact all I've talked to have been opposed to the idea. Maybe it's just us, the isolated few, those who play at off-peak-hour times who are against it because there just aren't enough of us to make playing at these times fun anymore after the changes. Is it worth it to isolate this group of people? Only the official server population numbers can tell us that.
However you are absolutely correct. The healer economy drives leveling in this game. Cutting healer power in half will also halve the healer economy. Healing needed to be overpowered, because only one "class" could heal. Many people are raising quite a few combat skills, and healing magic is the only one needed. Even if everyone raises heal to level 250, each player can only do so once - while they may raise a dozen other combat skills. Once the skill is up to 150, it can't be used any more to support a level 100 party. And healers tend to be in high demand and gain levels very quickly.
The level of population isn't the problem, it is the proportion of healers in the population. If there were 3 people, and 2 of them were healers, this wouldn't be a problem at all. If there were 10,000,000 people, and only 3,000 of them were healers, it would be a huge problem. But assuming everyone raised 9 disciplines on average, and healing is always one of them, that means the average group must have 9 members in order for the economy to be viable. That is basically impossible. As it is now, people seem to be raising about 3 disciplines and on average one of them is healing about half the time. This means we need an average group size of 6. But a large proportion of healers are raising heal to 250 in groups of only 2! This removes them from the pool. The average group is less than 6 even without this issue. What this means is that parties either need to find some alternative to healers (enchantments maybe), or they need to find someone willing to heal out of group at high levels, or they need to compete for the relatively few healers currently in-game.
This solution does solve some of the problem - it will probably make nuker/healer combos impossible, and that should have a "trickle-down" effect that will help everyone. But the immediate fact is that there are too few healers at lower levels - the fact that they are overpowered is the only thing keeping things going!
Still, I'm sure it will be possible to adapt. Keep in mind that area heals are better, and the lack of area heals has been a really major problem (the ability for one healer to keep up 8 teammates would help tremendously). Find larger teams to capitalize on this. Also the stam/sap heals are heavier, so you can change your credits to be more stam/sap intensive and that should help. All in all though, this change doesn't target the biggest problems - weak tanks and too much demand for healers.