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Videogame RPG's and the Healer Class: Why so boring?
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I think anyone who has played an RPG knows what to expect from the healer:
-So-so/low defense
-So-so/low HP
-High Intelligence (or related stat)
-Low Strength (or related stat)
-Healing Spell
-Slightly Stronger Healing Spell
-Even Stronger Healing Spell
-Very weak all party healing spell
-Slightly stronger weak all party healing spell
-Even stronger weak all party healing spell
-Remove status ailments spell
-Possibly holy damage spell
-+Defense Spell
-+Magic Defense Spell
-+Both of the above spell

WOW SO BORING. This pretty much covers every healer in the history of videogame RPGs. EVER.

Hell, even in MMORPG's your healer looks like this:
-same stats as above
-weak instant cast heal
-slightly stronger longer cast heal
-big ass long cast heal
-HUGE heal instant cast but long recharge time (oh shit button)
-debuff removers
-a spell to make someone invincible


this is basically a Priest in World of Warcraft, the most subscribed MMORPG.

Why??

Why do videogame RPGs constantly subscribe us to this boring archaic template? Must I be forced to play Dungeons & Dragons just for the opportunity to play a non-boring healing class? Why can no one find a way to make this archetype different after nearly 30 yrs?

Guild Wars, personally, has the best healing class I've seen in a game ever, since they have various skills that allows for various playtypes. I still say the Boonprot in that game is probably the best healing class I've ever seen. Basically, they use a buff on all their allies that reduces the damage they take by 1/2, and redirects that damage to the monk (and lowers it by a bit), and they use a skill that gives them Energy (Mana) whenever they take damage (including from the previous skill.) So now whenever your allies get hit the monk gets fueled with energy. To add to this, the Monk uses a skill which makes all his healing spells cost more, but they heal more, and then a few abilities to protect/lightly heal his allies. Then there's Blessed Signet, the skill that makes this build really cool to play imho. Basically, with it you gain a bunch of energy, but it has a long cast time so you have to be very careful with it or you might get interrupted. It's a very very strong if frail healing template, but it's unique in that it relies on your allies getting hit to some degree.

So, let's discuss! Do you think videogame RPGs are forever doomed to the likes of Cure1, Cure2, and Cure3? If you're making a game in RPG Maker and looking at this: are you doing anything differently to mix this up? What would you like to see done (if anything) to healers, or are you ok with this repetitive healing system? Talk about an RPG you played that didn't follow this system (I'd love to play them).
Posted on April 6, 2008