One way to breathe a new life into multiplayer shooters could be removing any guns from healers.

Make them potent, but vulnerable!

Why is it important:

  • Players that don’t like shooting, but love teamwork would finally be represented (yes, I’m speaking of your girlfriend!)
  • Having to protect healers would benefit more organized teams, rewarding teamwork
  • Healers would have a more dynamic gameplay revolving around avoiding damage: stealthy movement, ability to quickly traverse dangerous zones, coordination with fellow teammates are all required to benefit your team as a healer

What might need to be tweaked:

  • Healers should be made into the only revivors, and we should either punish death more (which we’d better be careful of if that’s a dynamic game) or give buffs on revival
  • Healers should get more movement abilities to increase survivability. They may also get speed boost when running towards teammates (similar to Conduit Savior’s Speed in Apex Legends)
  • Team compositions should accommodate for several healers as to not introduce a single point of failure

Overall, I think it could introduce a new dynamic to team arenas and skirmishes, as winning now requires more coordination within a team and better understanding of everyone’s roles.

  • dubyakay@lemmy.ca
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    2 months ago

    I still think it’s okay to have high skill ceiling classes though. It’s one reason dota2 Invoker was so popular for example.

    They could probably add one healer in a moba or team shooter that has a complicated but rewarding game play.

    • Dasus@lemmy.world
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      2 months ago

      I still think it’s okay to have high skill ceiling classes though

      I never implied otherwise.

      But you can’t really have 100% healers and 100% tanks who can’t deal damage in teamgames like mobas and shooters.

      That’s why Mercy has a gun, even when it is very rarely used.

    • Dasus@lemmy.world
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      2 months ago

      Like think about this this way; you couldn’t really have a champion who couldn’t heal at all either, and did “100% damage”. Like, if you did insane amounts of damage, but only had a certain amount of health and no way of getting it back.

      It’s not exactly the same, of course, but it does highlight something that could sort of never work. (Never say never, but, you know…)