How to fix the health situation and deal with healers

Phaserhawk
Phaserhawk Posts: 2,676 Chairperson of the Boards
edited June 2014 in MPQ General Discussion
Sorry all caps in the title, but wanted to get past the spam.

In short, healing changes here, whether they suck or are helpful I'm not here to discuss, what I do want to discuss is how the healer class of characters basically got gutted and a simple fix to make them semiuseful.

I understand to a point the change, but thought they could fix the in game healing cap by allowing characters healed by OBW, Spidey, She-Hulk, etc to only heal up to the health they started the match with any excess becomes the temporary shield, where the shield caps at their max health.

Example.
I enter match with 3 full health characters. They all take 1000 damage, but they get healed for 750 before match ends. When I start the next match all the characters have 250 less health, not 1000. So assuming 5800, they are down to 5550. Now when I play again and say I take 500 damge, but heal for 750. 5050 that 750 would put me back to 5550 plus a 250 pt shield. If I start another match I would start again with 5550.

In short in game healing should only be allowed to heal you to the max point at which the game started. This is a fair compromise to what D3 implemented and what we originally had. It keeps healers useful but doesn't allow yout to prologue heal anymore since you can't go past what you started. And from what most of us can speak from experience, you could never play PvE or PvP matches and have enough healing ingame to keep your guys perpetually healthy. I honestly think this would be great for the game.

Comments

  • Punter1
    Punter1 Posts: 729 Critical Contributor
    So this was how I had originally thought the healing would work. It made most sense to me as like you say you can't heal past your starting point, but it does still mean you get the benefit of good play and using healing at the best time mid-match. Rather than being penalised for healing after taking damage since the temp. healing means you are leaving the match with the lowest point of health you got in the match.

    Before I'd played with this and read 50 pages of forum stuff, I couldn't understand the big uproar as the above method sounded fair to me, I didn't use prologue healing as I don't play a bunch.

    It was only last night after playing back with OBW that I noticed this wasn't the case, now I'll jump on the new system sucks....
  • over_clocked
    over_clocked Posts: 3,961
    Are you out of your mind? That will allow all those F2P Steam peasants to F2P their way to progress again.
  • I'll say this, you've inspired an idea, but slightly different. I think we as players, need 3 representatives who communicate directly with iceix or someone to at least give our perspective of changes, gameplay etc. I'm not saying they listen to us, but sometimes it seems they don't have a clue what we actually have to deal with as players or what we think is pertinent.

    It'd be nice to at least have some kind of voice, even if it's just a whisper to run ideas like yours by them.
  • That would definitely be much better than current thing but I'm sure go against the true agenda of D3 with the recent change (whatever it was).
  • I feel like an alien with this health change. I'm perfectly fine with how they changed it.

    I feel empathy for those that want to play all day long (or for 2 hour chunks at a time) or have limited rosters, but I think ultimately they will adapt and still find themselves in the same place they once were.
  • Phaserhawk
    Phaserhawk Posts: 2,676 Chairperson of the Boards
    Yeah, and in all honesty this hasnt' effected me either as I never really prologue healed, but the implementation just absolutely guts the healers. I can understand not being able to heal past your start of game health, but to not allow them to heal you? Because it's not heal, it's a shield, period, a shield, and if that's all it is then they need to seriously rethink costs. As it is now Spiderman's yellow should only cost like 9 AP. And since it's a shield, it should be able to go past their max health. If I create a 1500 pt shield, it should be a pure shield, not the difference between the starting health and my max. And if that is what they change it to then I"m okay with that as well.
  • Toxicadam wrote:
    I feel like an alien with this health change. I'm perfectly fine with how they changed it.

    I feel empathy for those that want to play all day long (or for 2 hour chunks at a time) or have limited rosters, but I think ultimately they will adapt and still find themselves in the same place they once were.


    I am perfectly fine with this change too. I never prologue healed. I used to play with Spidey and stun/heal all day. Then when the first Spidey nerf hit, I found out that not using Spidey wasn't all that bad. I just rotate my roster more instead of just relying on my three main characters. So every event, I use 5-6 characters to prolong my play time. I can see how people without a diverse roster might have more difficulty adapting.

    Side note: I never used OBW but I'm sure you guys will cope and adapt without her like I did without Spidey.
  • _RiO_
    _RiO_ Posts: 1,047 Chairperson of the Boards
    Toxicadam wrote:
    I feel like an alien with this health change. I'm perfectly fine with how they changed it.

    I feel empathy for those that want to play all day long (or for 2 hour chunks at a time) or have limited rosters, but I think ultimately they will adapt and still find themselves in the same place they once were.

    And what if they cannot adapt? I.e. what of the players of the Steam version? One small chunk of play early in the morning before leaving to work, one big chunk in the evening after returning. That's the only type of schedule that could ever work for 'us'. And with the change to the healing mechanic, that is no longer possible. We are now unfairly handicapped compared against mobile players that do have the possibility to play in intermittent bursts over the day and fully exploit the health pack regeneration and the shortened character health regeneration periods.

    Placing high enough for any decent rewards in events has now become ridiculously harder, if not impossible. And if on top of things you are trapped in one of the unfavored European timezones as well, well then you're tinykittied.
  • I'm an Ipad-only player, so I have the same play habits as a Steam player. I'm coming from a place that understands the issues those players face.
  • MarvelMan
    MarvelMan Posts: 1,350
    I definitely used the prologue healing while working into the 3* range but it had gotten rarer and rarer as the time/reward stopped being there so Im not really affected by the change, but it sucks. It hurts people who only have a couple hours to play each day which is all lumped together (hey Steam players!) and gutted the healing support chars due to poorly thought out implementation of the mechanics. Your idea isnt new: I saw it proposed somewhere even before the Nerf Bus came out of nowhere and leveled OBW/Spidey's healing but that its still a great one. As with a number of other ideas on here Im just left wondering why the devs went that route rather than use the forums combined knowledge and desire to help/brainstorm/test to actually improve the game. We arent so stupid that we would forget, or just leave out, monetization. Okay, we might hedge towards general improvement and let the money follow rather than focus on it, but is that really a bad thing?
  • SnakesArrows
    SnakesArrows Posts: 44 Just Dropped In
    I mentioned this in the long "true healing" thread but seems relevant suggestion here.

    If the change must take place i would suggest the following: If they wish to increase diversity add some carrot to the stick they hit us with. Have a post fight healing system that if you win a fight with a character for the first time in a day (or whatever X time period is set) you heal up to 20% of your max health (so if have 5000 health max and take 2500 damage in the fight you would heal to 3500 before the next fight) . The second fight of the day with the same character you would heal 15% of max health. The third 10%. This would allow people longer play than the current "true health" system, but still not allow the perceived problems of story healing by OBW and Spiderman and promote diversity. I would also suggest that this 20% first time use be per mission type. So someone could use Hulk in a PVP event and get the 20% heal the first time. Then go play a concurrent PVE event and after the first successful battle in that node they would heal upto 20% of the max health there also. This would also encourage diversity of experience as there are folks that only play pve or pvp and encourage but not force them to try the other game type. I would of course prefer they keep the increased health regen rates in addition to this heal system.
  • My suggestion to increase play times was something along the lines of giving us a heal all button that refreshes once a day. Maybe if they put it on the rewards (or defeat) screen they can give us one button per event per day.

    Button heals all characters back up to fighting strength (could be 100%...80% would still be fantastic) Players who want to fight in concentrated bursts can keep going longer, those who can play throughout the day could still take more risks and everyone could recover from those extremely unlucky cascades that much easier.

    Optimum use of a button like this in the absence of healing characters would be to use as much of your roster as you can till everyone is too hurt to continue then use it. Prologue healing is still out, roster diversity still encouraged, but people can actually play more of the game that they like so much.....
  • FaerieMyst
    FaerieMyst Posts: 319 Mover and Shaker
    The in-game healing is still useful. It is a way to minimize damage.

    If I take 30% damage and then heal then I have that 30% back as a buffer during the match. So let's say I might normally have taken 60% damage in the match. If I'm able to buffer half of that I only leave the match 30% damaged.

    It is a different dynamic but it still creates sustainable playing without using health packs.
  • _RiO_
    _RiO_ Posts: 1,047 Chairperson of the Boards
    FaerieMyst wrote:
    The in-game healing is still useful. It is a way to minimize damage.

    If I take 30% damage and then heal then I have that 30% back as a buffer during the match. So let's say I might normally have taken 60% damage in the match. If I'm able to buffer half of that I only leave the match 30% damaged.

    It is a different dynamic but it still creates sustainable playing without using health packs.

    And it's still irrecoverable if you get screwed by the AI first-turning a massive cascade. Or by the AI cheating a Juggernaut Headbutt with 0 AP on the first turn. (Yes; people have seen that happening.)
    Heck, not even first turn; 3rd or later. You need time to build up the blue AP to cast your heaing skills...