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The only way "Healing" could work.

7 replies [Last post]
Thu, 06/09/2011 - 14:57
Daystar
Legacy Username

I've seen a number of posts on possible healing weapons (effectively making it a "class") and they always get jumped on as if they suggested infinite free energy for everyone. There is, however, one model of healing in the game that would actually work well and be fun, without being broken as long as it's balanced right.

The whole thing is contingent on a new game mechanic though: the Healing Window

So what's a Healing Window?

First off, notice how when you get hit in the game, the bars of your health turn purple for a split second before disappearing?

Simply put, every time you take damage in the game the bars would stay purple for about 5 seconds, maybe a little more (the time is just one of the factors that is up to OOO to decide what would be balanced). This is the Healing Window.

While your health bars are purple, if you are hit by any healing effect from a weapon, you can regain up to the damage you lost, turning the purple back into red. Once the "Window" is past however, the health is lost permanently, and healing effects do nothing.

Additionally, the Healing Window will always be half a bar less than the amount you actually lost.

Why is this important?

As many have pointed out, this game is all about blocking and avoiding damage. There is no mana: health is everything. If people had weapons that could heal each other, it would be almost impossible to die outside of mass amounts of enemies swamping you or boss encounters. People would just heal up to full between every fight, even if a cooldown was placed on the weapon.

Hmm. Still seems overpowered. What else?

Additionally, if you get hit again before your Healing Window elapses, the new HW cuts the previous one in half, rounded up. So let's say you take 3 bars of damage from one hit, and then 3 from another within 5 seconds or so. Your HW would be 4. Now if you get hit again before that HW expires for another 2, the HW would be 3.5 (keep in mind the half-bar "tax").

Why not just remove the previous HW if you get hit again?

This could be one way to go, but keep in mind the 5 second rule will still apply to the new window. It just seemed potentially frustrating as hell to, say, get hit for 10 bars from Vanaduke's swing, then a piece of debris hits you for 2 bars within the next second, or the JK goes nuts on you, and then one of his tiny slimes hits you before you can be healed. If you get hit a third time though, the first hit is pretty much reduced to nothing anyway.

Okay, interesting idea. Now let's talk weapons.

Here's where a lot of the balancing will come into play.

1) Swords:

I honestly can't see healing swords working all that well. For one thing, it makes very little sense, unless the Spiral Knights have some kind of healing lightsaber. If they do go the sword route though, it would definitely have to be a slow swing. Maybe even a 1 combo.

2) Guns:

This is where the majority of healing weapons would reside, I think. Short range beams at 3 a clip. Or an Alchemer line, with a 2 shot clip and the ricocheting bullets. An autogun-resembling cone of healing spray, that takes a long time to reload between shots. There's lots of versatility in guns, between bullet style, reload times, clip size and range that makes healing type weapons really interesting.

3) Bombs:

Bombs would be a neat line for healing weapons too, if a little more limited. Slow, slow charging bombs that heal in a moderate area all at once when it explodes, or one that leaves a "mist" on the ground that gives a tiny heal every few seconds to those that stay in it. Maybe even healing bombs that give POSITIVE status effects, like a Defense buff or a Status Immunity (once again, with long charge times to ensure downtime). Additionally, since healing bombs would be the only kind that could heal oneself (with the possible exception of randomly catching ricochets from the Alchemer-type gun), bombs would need to have at least a 5 second charge time to exceed the Healing Window.

Notice that for none of the above have I mentioned actual amounts for healing between each swing/shot/explosion. That's because this is yet another factor that OOO will need to measure and decide for themselves what would be balanced. It's also hard to measure health in small increments, since our bars only show us amounts in half-bars.

These weapons would follow all the usual rules, of course. Increased healing as they increase in stars/level, charge time reduction, attack speed reduction, etc.

Things to keep in mind

For one thing, remember that anyone who chooses to carry a healing weapon is giving up one of their weapon slots. For most this is half their arsenal, and for others it means giving up one of the precious swords/guns/bombs that round out their damage types.

For another, the picture I've painted of how this would work involves ALOT of running around, trying to be at the right place at the right time and healing what you can when you can. Players who just carry one healing weapon will likely get very few uses out of it as they switch between DPS and Healing. Players that choose to only heal will be reliant on their teammates to do DPS, and their very presence will make the enemies stronger without adding another damage-dealer to the mix, as usually happens when party size grows.

Keep in mind the healing window. Before you comment, think of how it would limit the way healing weapons work. Please do not post about how this would ruin the game and make hearts pointless and things too easy. Properly balanced, there is no way a healer (or even three) could keep one person alive indefinitely, especially thanks to the unhealable half-bar that comes with each hit.

Why not just have weapon effects that make enemies drop more health, or leech health on hits?

Many reasons, most notably:

1) These would become standard, "required" weapons. Even if they were relatively weak, not having these UVs or weapons would just be crippling compared to someone with them.
2) This changes the gameplay not at all. The point of including healing isn't to make the game easier, it's to offer a different style of play that makes the game more complex.
3) It would make partying with people without them painful, as only the ones with the effects would want to get the killing blows to get the hearts to drop, or if vampiric, people would compete with eachother to hit the easiest, safest mobs to get health back.

In total, terrible ideas.

Ok, thread over. Concerns, comments, criticisms, compliments?

Tl;dr version: Stop being lazy.

Thu, 06/09/2011 - 18:18
#1
Ubitzo
perfect idea makes complete

perfect idea makes complete sense

Thu, 06/09/2011 - 19:25
#2
AlexJS
Legacy Username
To be honest, I always

To be honest, I always thought that healing might work with a Attack Damage Penalty: Very High/Ultra/Maximum, and allowing a heal after inflicting a certain amount of damage, "charging" the weapon. Buffs like defense up and attack up could work the same way.

Healing Window seems to make it so that you could take as many hits as you have bars provided you can heal in a timely fashion. However, if the purple bars would slowly trickle down so that health recovered would be in proportion to how long it took you to deliver the heal, with half a bar missing when you're hit, it could see it working. Maybe with the Damage Penalty if need be.

Thu, 06/09/2011 - 21:41
#3
Betrael's picture
Betrael
way too complicated for IDIOTS

just add a UV to weapons that has a chance for monsters to drop a heart when hit.

Thu, 06/09/2011 - 23:37
#4
Daystar
Legacy Username
@betrael

That would be bland and boring. It would immediately become the most desired UV that everyone "has to have," and wouldn't change gameplay in any way.

Most people don't ask for healing weapons to make the game easier: they ask for healing weapons to make it more interesting and complex. If it's too complicated for some players, they don't have to use them.

Fri, 06/10/2011 - 01:03
#5
Betrael's picture
Betrael
``

I could see that turn into a dedicated person following a tank around, shooting them in the back as much as possible, might be fun for (tank) but very bland and boring to the person who has to spam heart shots all day.

I'm fine with the current system.

Fri, 06/10/2011 - 03:10
#6
Azurenightmare
@betrael

Make it a weapon effect instead of an UV.

In fact, you could have a kind of item that gives "vampiric" status effect. A Knight who kills an enemy while under the status has a higher chance to get heart drops.

Fri, 06/10/2011 - 12:39
#7
Daystar
Legacy Username
@Loneknight

Again, this would immediately become the most desired weapon for everyone to have, and would not change gameplay in any way. It would also cause anyone without the effect to get yelled at for getting the killing blow on a monster without letting someone who can get hearts doing it.

If you guys want to make suggestions that have to do with self-healing weapons or heart dropping weapons, go make another thread please. This one is about healing as an actual role and function of the game, not just a tacked-on effect that just makes the game easier for everyone.

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