Wednesday, March 21, 2007

Vive La Revolucion!

Enough of you seem to be happy with the site layout, so it's time to get this show on the road. For my first real post, I'm going to focus on how Mythic is in the process of revolutionizing the MMO healer role with special emphasis on the Warrior Priest. No, it's not the most exciting subject on the surface. I'm sure many of you would love to hear about how the Warrior Priest is going to smash faces and take names. Believe me, I'll let you know as soon as I find out anything. What we do know, however, is that playing a healer in Warhammer Online will be fun.

Let's start with the basics. In an MMO, there are really only a handful of playstyles.

  • Casters, if they enjoy staying alive, are generally a ranged class that cast spells. Usually the most powerful spells are called "sorcery" spells, and have a cast time. If you're casting a sorcery spell, you can't be doing other things at the same time. Things like beating on stuff. As far as playstyle goes, your "ranger" type classes could also fit under this category, even though the ranged damage they deal tends to be more physical in nature rather than magical.
  • Melee type characters hit things. They have to be up close to their targets in order to hit things. Some focus on hitting things very hard and dealing damage. Others focus on hitting things to make them mad, taking a lot of damage so others can concentrate on dealing damage without fear of being destroyed.
Traditionally, healers in an MMO fall under the category of a caster. Their more powerful heals have a cast time, preventing them from doing other things when they're focused on healing. They also usually need to stay out of harms way so as to prevent having their cast time lengthened or interrupted. For many, it's a boring and thankless job, and class distribution in games generally reflects this. Some games try to combat this imbalance by spreading the healing role across a number of different classes, each with their own flavor and solo-playstyle. The problem is that at the end of the game, any class that is part healer runs smack into the original problem - they're casting healing spells, and so they can't do much of anything else. This is especially frustrating for hybrid classes that spend most of their solo game meleeing. It's even more frustrating if everything else about them, from their lore to their armor class, point toward the fact that they should still be beating on things in endgame.

In the virtual world of MMO's, I believe Mythic is doing something truly revolutionary with this career such that they are on track to constitute an entire third generation of the genre. In the first generation, we essentially had a single class devoted almost exclusively to healing with very little solo capability. It was such a chore to play, players began "dual-boxing" one just to be able provide the healing necessary to clear endgame content. For those not quite familiar with the phrase, "dual-boxing" refers to a player controlling two characters at the same time on two different PCs, usually focusing on one and using a variety of automated macros and scripts to direct the actions of the other.

In the second generation, as I mentioned earlier, game designers sought to eliminate the need to dual-box by enticing more people to play classes with healing as just part of a broader range of offensive and defensive capabilities. This trend succeeded in attracting more players to healing classes, but ended up with the same level of disappointment - particularly among those whose normal playstyle involved very little focused casting.

Enter the Warrior Priest design concept. Here is a career that's designed to end up just like it starts out - beating on things. There will be no drastic change in playstyle upon attaining the maximum level. Thankfully, Warhammer Online is being built around RvR content on many levels rather than large scale PvE with increasing difficulty (almost always requiring increasing amounts of healing). While the Warrior Priest player may need to direct more of his Righteous Fury toward buffing and maintaining his comrades in group play (as opposed to utilizing more offensive attacks and abilities in solo play, or situations where he is not the primary supporting player), he will still be smashing things. If he stops smashing things, everything goes to pot including his healing, buffs, and damage output. If he stands around behind everyone else and tries to keep them alive, he will, "suck like a diesel powered vacuum cleaner, " to quote a Mythic developer in a recent article.

The Warrior Priest will be revolutionary. It's really quite sad that it took two generations of failed design concepts to produce what, at least on paper, appears to be a "fun" healing class to play. Imagine that - something fun to do in an online game. Therefor, my brothers, let us rejoice. For the Empire! For Sigmar!

7 Comments:

Anonymous Anonymous said...

Agreed... I decided to play a paladin in World of Warcraft because I loved being the support guy. In the thick of it with my allies, slugging away, healing and buffing. In short, being the rallying point, and the life saver.

I did not choose to sit fourty yards from the front lines, spamming my two heal buttons over and over again. Uther was not a "healbot". (http://www.wowwiki.com/Uther_Lightbringer)

Excellent article, as always. I've been reading "PaladinSucks.com" for a while, and am rather looking forward to the new "Warrior Priest" in WAR. Here's hoping it's everything that we're told it will be. *smile*

--Tiberian Berthold, Lord Prætor of the Prætorian Guard, Commander of the Prætorian Legions

11:06 PM  
Anonymous Anonymous said...

One thing I would also throw in is that much of what the Warrior Priest seems to do re: healing/buffing seems to be done via short range, area-of-effect aura as opposed to stop-and-cast single target spells.
Which means that Warrior Priests have to stay on the front line to do pretty much anything.

9:05 AM  
Blogger Deathbutler said...

well i cnat wait to see the high elf classes. i play a high elf army on the table top game, being one of the most magically powered i want to see what they breing to the table. Number one will be ranged attackers for sure.

8:54 PM  
Blogger Micah said...

I'd like to know if there's a version of this class for the "Evil" side.

I'm kind of tired of playing the good guy, but I'd still like to play a class that beats on stuff in order to heal. I'll look more closely.

1:23 AM  
Anonymous Anonymous said...

Cloth Healers are a failed experiment. D&D and WHF had it right.

There's a reason the guy in the team with healing abilities wears chain mail and has lots of defense. Sitting back and away from the action can get a little tiring if you've been playing the same game of whackamole for 2 years.

Vivo los Warhammer! Runepriests ftw :D

5:20 PM  
Blogger Vojnikalypse said...

yep. blizz has totally screwed the Paladin lore. even the little info box when you go to create a paladin has changed. lol. its pretty sad and i know ill be leaving WoW once and for all pretty soon.
ive been a ret pally pretty much my whole time played (coming up to 120days time played).
im looking forward to war online, rolling a warrior-priest for sure

1:01 AM  
Anonymous Anonymous said...

Like most soon-to-be ex WoW paladins I chose to play that class because of what previous experience with other games gave me but WoW has totally killed the image of the paladin in my opinion and it's good to see another game that, though naming the class differently, is seeming to fit the role quite well.

Either way at this rate from what I've seen on the WoW forums the only paladins that will be left are all the new blood elves who are used to the way Blizz has made the class.

I'd rather play a paladin under another name than a cleric that's pretending to be a "paladin"

--Ranien, Member of the Nuln Highway Boys

12:21 AM  

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