(04-01-2014, 03:08 PM)Ignacius Wrote: [quote pid=82474 dateline=1396355402]Funny that you should say this, because this is pretty much how Blade & Soul works. There are no healers. There are healing potions but those have 30-second (special potions) or 60-second (normal potions) cooldowns, so you can't rely on them except to help you recover from an occasional mistake. There are lifesteal gems but those only account for a very insignificant fraction of your HP pool. There are lifesteal attacks but they're either really weak or have really long cooldowns like the healing pots.
I'm waiting for the game so unforgiving that there are no more healers or tanks, just players. Â And you don't get to refill your health until after the fight is over. Â There's just no economy in HP in the trinity system forcing you to adapt and make hard choices, sometimes putting you at a severe disadvantage. Â If anything, games these days refill my HP so quickly that I don't even notice it.
I quite enjoy it. Actually, it all feels remarkably intuitive. You're responsible for your own well-being, and while your teammates can help mitigate for you with some support abilities and CC effects, there's no situation in the game's later dungeons where you can just sit there, take aggro, and let the healers cover the rest. You have to move, block, dodge, or otherwise avoid taking damage if you want to survive.
Also, the fact that everyone can revive others is something I sincerely miss when playing other games now. As it is, in FFXIV, when the healer goes down, you're fucked, pure and simple. Letting other players get the healer back up would do a lot to mitigate that harsh dependency.
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Actually, that's also how Diablo works. Â It's just not harsh enough for me. Â I mean, complete harshness. Â Get hit too hard and you'll lose movement speed or attack power, as you'll be injured. Â And when I say slowly coming back, I mean your health only will regenerate after a day, so you may have to think about whether you want to risk going somewhere while injured, knowing you are risking becoming more injured. Â It just seems more realistic that way, to have armor actually mitigate damage normally and injury works how it does in real life (-ish). Â So you can only have so much damage you can absorb without retreating from the danger of the game world to town (or whatever).
We just don't have the danger of being low on health. Â It's a temporary warning circumstance. Â We just never have to really make long-term decisions based on our well being. Â It would be nice if that was combined with a game where travel times are significant, so what actually keeps you from traveling isn't that creatures just have arbitrarily larger "level" numbers (or that you don't meet them; you could probably not have a level at all at that point), but that you don't have the skills or equipment necessary to undertake the danger of a long voyage, and a trek deep into the wilderness for people who have no survival or combat skills is essentially suicide.
Just saying that it is a model that would work, but doesn't seem to be explored. Â Most MMOs have you as a globetrotter rather than being at the mercy of a hostile world.