Simple. Healer class or healing weapons. I just threw a dirty idea on the table. Now do me the honor of cleaning it up, a little spit shine or elbow grease is nice (this is hypothetical)
Healer Class or Staff (hypothetical)
That would be way too overpowered... You could sit there and heal your group to full between every fight. And it's so easy to avoid getting hit, that you could heal to full while you run around, and never worry about taking damage again.
I'm kinda glad this game doesn't have healing 'weapon' or healer class.
It'd make everything waaayyy too easy.
Learn to avoid getting hit and to shield and you won't need a healer :)
Then how would they milk your CE through doubling CE revive costs? Mabey they could make a weapon that "moves" healt from one player to another. So I can go around with some heart pendants and just keep my buddies alive to milk heat and crowns from levels. Or prehaps they could make a buffing weapon, like how the trojans and alpha wolvers go "attack buff"
Pretty sure Three Rings have actually made statements to the effect of "this will never happen", basically because of what Lequack said; it's an EN dodge. I highly doubt we'll see buffing weapons while they can still charge for Trinket slots, too.
The game doesn't need an infinite method of healing; I find what we have now in terms of heart drops and health vials is more than enough for most things.
If they DO add a healing ability to the game, it'll be limited; a weapon with a narrow, high damage charge attack with chance to heal on hit/kill could work; maybe a trinket that 'increases the drop rate of hearts' (read: a full room of monsters might drop one more heart than normal). A gun/bomb that spams healing? Might as well make reviving free too, because nobody would have an excuse to die in the first place.
The challenge of the game would be greatly reduced if you could walk into each room with full health; we're lucky enough they let us get hearts so easily in IMC and certain parts of FSC, or that they give us a free full heal before each boss.
I believe I've read somewhere that OOO don't think giving the players easy to use healing abilities is a good thing, too. This is a game where every attack used by monsters can either be dodged, blocked or both, and learning those skills can replace healing from other games like world of warcraft where player action rarely prevents damage.
"f they DO add a healing ability to the game, it'll be limited; a weapon with a narrow, high damage charge attack with chance to heal on hit/kill could work; maybe a trinket that 'increases the drop rate of hearts' (read: a full room of monsters might drop one more heart than normal)."
Rethink this. Imagine 4 players in a dungeon, all using 2 of these. If this trinket "stacks" then you can get a whooole lot of heart drops. If it doesn't stack, it would be required for a player to have this in every dungeon. Everybody else wearing it, would get no effect, and it would be useless.
its been said, but here it is again:
the problem:
cant let players heal each other because then health is not scarce and the game is too easy
the solution:
Make the health come from the danger. A trade-off (like any and everything else in this game). Health could come from
-successful charge attack hit on enemy
-successful kill of enemy
-remaining in close proximity to enemy
-amount of swings executed in current combo
OOO could tweak magnitudes and probabilities of health drops until it works, but there isn't really a need.
I am indifferent to the idea.
What you can do is make a weapon which has a charged attack that shoots out hearts, and bombs which creates AoE healing fields.