Um haven’t really played tera or gw but from what I understand with gw there wasn’t a trinity system in that game really. In any mmorpg that had a trinity system(which new world does) healers don’t really kill or get killed in a 1v1 unless you or the other person makes a vital mistake. Plus being a healer for most isn’t about killing people, it’s about keeping people alive and supporting their teammates.
If you’re going to reply in a animalistic way I’m just not going to reply to you.
Bullets being hitscan does make sense even if it’s a flintlock pistol. The speed at which it travels to the human eye and the distance covered it might as well be hitscan.
The heavy attack isn’t just for debuff removal it’s for maintaining intensity stacks. If you’re healing without stacking and maintaining it you’re doing yourself a disservice.
You can stack intensity before a full conflict breaks out and mix light/heavy as needed to maintain the buff and for CDR.
YES! It is so important to keep your buffs up and your skills of cooldown. And seeing as the fps and performance is so bad in these wars and opr, it is really hard to land those heavies consistently. Especially with the projectile speed of the heavy, it’s so slow. I don’t know guys I played eso for years and this just felt great and it wasn’t overpowered at all, no crazy damage and no crazy range, all utility. I think it would be a great fit for this game.
I admit that Overwatch is an unfair, cheap example because almost every healer in that game can be even deadlier than some DPS characters.
Well I guess that is your personal preference. I do enjoy healing as well, but not having any other impact during team fights, than just providing occasional regeneration, is not the best weapon design.
The thing is, the mechanical aspect of healing in NW is very basic. Throw buffs, heal, wait for cooldowns. Nothin special. Compare this to other MMORPGs where healers have multiple different utility/ healing skills for every situation. I am fine with ONLY healing, but they could make it a little bit more challenging.
I think a good example of a healer I really liked was disc priest.
They had a shield to mitigate damage
A heal to heal
A damage suppression(reduction) for x seconds
Aoe heal with a shield attached
A good off me option (psychic scream/fear)
I think those mechanics are fun but in New World we don’t have enough buttons for that which is fine. I’d just really like more than one way or kinda two to heal as.
At the moment we place a lot (in my opinion too much stock) in sacred ground because we don’t have a choice and that sucks.
Well yes in terms of the skills available mechanics are pretty basic, but I meant more in line of positioning, proper build and knowing when to use your skills. And also maintaining cds and buffs all the while keeping yourself alive and your team. But I do think that with the introduction of other focus primary weapons that there will be more and more utility added to healing and make it a more diverse and interesting class to play. For instance the Celestial gauntlet that is coming could add purges and other buffs that could shake things up. And I think that it is going to get more challenging with these new healing debuff weapon perks, which is why it will be even more vital to keep up your buffs as a healer. And you will really start to see the difference between healers that manage their buffs properly vs the ones that don’t. As a result you’ll see less and less healers as time goes on I think.
Yeah I think with the addition of other focus primary weapons we’ll start to see more ways to fill the healer role.
I can only hope that this will be the case. From a gameplay perspective, healers have only one function right now, to be personal health packs.
But coming back to the main topic, auto aim in a skilled based game should never exist. It doesn’t matter how much damage LS would deal. Imagine enemy that have won 1v3 fight and barely escaped only to get finished by heavy attack homing missile.
Can’t imagine that people would be happy about change like that.
I think that if you had experienced it first hand you would have a different opinion. I’ve played eso with that lock on heavy attack and there was no problem with it at all. But having not experienced it before I can see people hesitation to it. Just need to bring all my eso people over here and we’ll get it changed. 
I wonder if you would be more open to it if is was a soft lock like moira from overwatch. Obviously not the lifesteal aspect of that.
May I ask if you Outpost Rush or War at all? I find the only struggle I ever have is when I need to single target heal someone who’s not in my group, which is fairly often because melee death balls are a thing. I just want a WoW style ui that let’s me target people outside of my group. Otherwise it’s like: “Oh, that deathball is chasing my non-grouped friend in this Outpost Rush, better save him with some aoe heals or ground targeted single target heal that he will run out of.” (It’s actually so triggering seeing my own team mates not only run out of my heals, but because I place the heals in the direction they’re running for maximum seconds of benefit, they actively go around the heal
)
Well they need to make it so people can tell which circles are friendly. To use eso as an example again, they have enemy healing circles with a red outline and friendly ones are green obviously.
Yeah that would be great for like, point fights or melee group vs melee group fights, I’m not sure I believe melee would actively try to drag enemies out of their own circles though. I’m talking about an ally purely running away spending extra time to avoid a healing circle (when running through the circle would either be positive if it’s friendly, or neutral impact if it’s an enemies) when he loses nothing by running through an enemy circle anyway.
I couldn’t agree more. I’m old, I’ve played healers in MMORPGs since 1999. Never have I played a healer class with such unweildly and clunky mechanics that cause so much stress! Then they go nerf us and make it even less fun to play. Breaks my poor little healer heart.
I really hope this is the last nerf for awhile, it’s really disheartening to get nerfed over and over again in such a short time.
You’re taking this very seriously it seems. I merely said a gun being hitscan makes sense. It’s one of the reasons arrows don’t beam to targets it has some fall off. My comparison isn’t farfetched and I’m being reasonable I believe.
You’re heavily committing to strawmans also.
Thing is there really isn’t any reason for Meele to try to kite enemies out of their aoe healing unless they aren’t organized and don’t have discipline. The capture points are usually laced with healing circles and you probably shouldn’t get off the point or risk losing it.
I think that’s a flaw with our healing it promotes stonewall fights and hard clashes because we just toss out beacon/orb and sacred ground and they being Meele dps just tunnel visions unless the damage is clearly spiking beyond the healing they are getting.
I’m more of a can of if we are going to use healing over time it acts more like beacon and promotes mobility and positioning. Like I stated before the way it is now its just stand in the green and hope it’s yours is kinda bad.
I heavily advocate for a healthy mix of both single target healing/multi healing being on par with the healing over time options and I really want splash of light to be good.
Yes yes and yes! I would say “…and our optimal PvP healing style promotes mindless tunnelling” or something due to knowing some very tactical minded melee players exist in most games. Nail on the head though, would be nice to have less, or less impactful, AoE healing in PvP. I’m no developer but there has to be a reasonable way to keep AoE healing power for PvE while simultaneously making PvP team mates easier to target with single target healing in >5 man situations.
While I like auto targeting like in ESO more, you always have to consider that it stresses the performance in open world way more.
The system has to check all possible candidates and compare their HP then decide. The higher the range and more people in range the worse it gets.
Add all other healers in range doing the same…
I like the change to splash but for this open world raid groups are also needed.
80 group - 50 raid - 30 others would also be an idea to consider. (The 30 others is optional)