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Support

For those of us inclined to do so, the healer is a great role. Yes, it has problems in PUGs when three different people pull then blame the healer, but it is rewarding to see your friends made into boundless engines of destruction and victory.

Healing is great for marginal teams that are barely scraping by, but moving a team from “non-functional” to “winning” or from “winning” to “dominating” is a job for non-healer support. The best times I have had on any support character have been when healing is a secondary role. It is nice to have that in your pocket, in case things go pear-shaped, but support is at its best when healing is unnecessary. Debuffing is great, buffing is usually better, and control is invisibly wonderful if often fragile.

As with many things, City of Heroes does this the best of any game I have played. It is not readily apparent in the early levels, when defenses and abilities are weak and healing is necessary. It starts in the mid-levels and comes into its own in the late game. Everyone who got tired of things in the 30s? You missed the best part of the game (although I concede a love for the frantic newness of the low levels). Kinetics is the big star, with Fulcrum Shift as its last ability, putting your entire team at the damage cap. Life at the damage cap is a beautiful thing. Along the way, Defenders might put you at the speed cap; put all enemies at the speed, damage, or accuracy floor, or all at once; give everyone endless endurance (mana) and regeneration good enough to make healing redundant; and be the best pulling class around. Controllers do all of that with slightly lower numbers and the bonus ability of turning the enemies into statues. If you were not loving the game in the late levels, you were playing with/as a healer and not a Defender.

This is not CoH-specific. Playing a support mage in Asheron’s Call was a beautiful thing, letting my friends specialize all their attacks while multiplying their damage. There was a special joy in debuffing an enemy’s magic skills and watching it fizzle its attack spells repeatedly. My Theurgist in Dark Age of Camelot was a primary damage class that was more valued for its run buff, stuns and slows, and especially the bladeturn chant (self-refreshing group buff: the next enemy attack misses). A Minstrel will improve his legendary items’ healing cost and power buffs in The Lord of the Rings Online, but one “required” legacy is increasing the group melee damage buff, and the damage reduction from traiting for buffs is greater than the healing increase from traiting for heals. World of Warcraft is kind enough to make many buffs last ten to thirty minutes, for your ease as a buffer.

The life of a healer is usually boredom or panic. In a good group, there is not much to do. In a bad group, there are too many people demanding your attention at once, and in a badly designed encounter, you have people going suddenly from full health to nearly dead. Buffers are not half-AFK waiting for a green bar to go down, and there is always something interesting to do as a debuffer.

: Zubon

More Randy Farmer on the Real ID fiasco

I promise this is my last post on the Real ID debacle at this time.

That said, I shot some questions to Randy Farmer about this whole thing while it was still raging. This was yesterday. Since then, Blizzard recanted and the sun is apparently shining again over the green valleys of WoW. However, I think Randy’s answers are very good info regarding community issues, regardless of the final outcome of all this.

My questions and Randy’s answers after the break, brought to you by Left Click. Powering the Internet, one Left Click at a time.

Continue reading More Randy Farmer on the Real ID fiasco

Eternal Vigilance

http://forums.worldofwarcraft.com/thread.html?topicId=25968987278&sid=1

“I’d like to take some time to speak with all of you regarding our desire to make the Blizzard forums a better place for players to discuss our games. We’ve been constantly monitoring the feedback you’ve given us, as well as internally discussing your concerns about the use of real names on our forums. As a result of those discussions, we’ve decided at this time that real names will not be required for posting on official Blizzard forums.”

Recanting this failure was a good move.

Next time do what most polite, centered and sensical people all over the world would do: ask.

No More Healers

I don’t have much time for blogging this half of the week, but there is a nice fundamentals-article at Guild Wars 2 about death and healing.  They will be using a Borderlands style near-death status where players will be weakened when down on the ground in appropriately named Downed Mode, but if they can kill off an enemy in time they stand back up with renewed vigor.  Alternatively, allies can help the player back up to her feet.  “Death,” which happens after failing at Downed Mode can still be countered on the battlefield with rez skills.  Otherwise the death penalty is going to be gold to pay the warp fee to go to the nearest known waypoint.  It’s going to be really interesting to see how players act in a large herd when an unpartied ally goes down.

The other bit is on the replacement of the “holy trinity” with focus on Damage, Support, and Control.  I think their main goal in this vernacular gymnastics is to get away from all the prejudice involved with Tank-Heal-DPS roles.  For starters there will be no healer class.  The monk is dead.  Thank you, ArenaNet.  It only took 6 years for you guys to listen to me.  I kid, a little… instead the “holy trinity” becomes inherent to each profession.  I love utility classes that respond to the battlefield instead of having a set role the whole time.  My favorite class in an MMO, the Captain in Lord of the Rings Online can do Damage, Support, and Control.  The problem is he can’t fill the role of any one of them to the degree that is sometimes required.  The Captain’s “balance” is in the fact that, for example, when he helps Support, the Minstrel can focus a little more on Damage.

At Kotaku, ArenaNet dev favorite Izzy says:

“All the healing that happens in the game – the main meat of healing is your personal heal skill. You are in charge of your health. Other people can help you and support you say by pulling a creature off of you, or provide minor healing, but nothing as effective as you do yourself. “
It’s interesting that they are taking the risk v. reward away from groups, and putting it back on the player.  If the player goes agro/DPS crazy then they may very well pay the consequences.  It’s on them instead of forcing a healer to “do better.”  With only two official classes, Elementalist and Warrior, and two unofficial classes, Necromancer and Ranger, out of the 8 total, it’s still hard to get a clear picture of how this will all work.  Hopefully the flow and feel of the game will be a lot more apparent in just over a month when fans play Guild Wars 2 at Gamescom and PAX.

–Ravious
if challenge had a taste, you’d be quite delicious

The ESRB certifies anyone these days…

Some gems from Blizzard’s privacy policy, as certified by the ESRB:

“Blizzard Entertainment and its affiliate companies (collectively “Blizzard”) respect the privacy of its on-line visitors and recognize the importance of providing a secure environment for them.”

Great start. We’re off to a good one.

“Blizzard Entertainment adheres to the Safe Harbor Principles that were established by the U.S. Department of Commerce in consultation with the European Commission to comply with the European Commission’s Directive on Data Protection that went into effect in October 1998.”

Not really. at the very least, once the proposed changes go live, I imagine Blizzard would be breaching the third Principle: “Onward Transfer – Transfers of data to third parties may only occur to other organizations that follow adequate data protection principles.”. IANAL, though. You can read about the Principles here.

It gets better.

Continue reading The ESRB certifies anyone these days…

Viricide

It is a rare event when my wife says that I really ought to blog about a flash game.

The gameplay in Viricide is pretty standard: shoot the enemies that come on-screen, collect bits to buy upgrades. You get more toys and a better ship over time, while the enemies get more diverse. Good, and you have probably played something similar before.

The level introductions are what sell it. You are killing bugs in a computer. You fix its systems, and it talks to you. The humor starts with displays of the problems you are fixing, such as excessive enthusiasm or explaining the obvious. It visits a less friendly computer. You then go into the background story, which could be successful or not; I expect that people rejecting the emotional manipulation will find another layer of humor in it.

: Zubon

Elements

Where Duels of the Planeswalkers failed to scratch that itch, I am finding Elements surprisingly engaging. It has many options but a shallow learning curve, making gameplay simple but diverse.

Elements is an online collectible card game. It is free, although they accept donations. You get new cards by winning matches in-game or by using the in-game currency (“electrum”), which is also gained by winning matches. A daily “Oracle” also offers a bit of cash, chance of a rare card, and a buff for 1 PvE match.

If you have played Magic, you know the basic structure. Elements has 12 colors of mana (“quanta”) and is heavily creature-focused with limited deck or gameplay manipulation and no counter-spelling. You can play against other players or several tiers of computer opponents, the top two tiers gaining advantages that are substantial and ridiculous respectively. You build up your stock of cards, design the deck you want to play with, and fight at the difficulty you choose.

Continue reading Elements