- Nov 15, 2014
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Make other forms of healing/sustaining more effective.
I think you could both be correct, but there may be some misunderstandings because we don’t know the details of the topic starter’s specific system. If there’s only one possible healer in combat at any time, then lowering their effectiveness is a straightforward and reasonable solution. But if multiple party members have skills which can heal the party, or you have something like a class change system where you can tailor each party member’s role to your liking, it gets more complicated. As soon as one healer can’t keep up with the incoming damage, the player is likely to just bring in a second one. Then your attempt to reduce the importance of healing has backfired on you, because you’ve potentially doubled the amount of characters players are devoting to healing.@ShadowHawkDragon Understand that you're correct, and this post is not necessarily disagreeing with you.
What I am saying is... the game dev who created this thread... just wanted his healing class to be less important in his own game. A simple solution, would be lowering the effectiveness of the healer. It's not the only solution, but it is a simple one.
This is actually a very good point. I can't believe I actually forgot about it, but Cthulhu Saves the World (not an RM game, but still an RPG, and one that easily could've been made with RM) uses an interesting approach, in that each round, the enemies get stronger and stronger. So sure, the player could choose to include a healer in their party, and they still might. However, since having the extra damage means not only taking less damage because things die faster, but also less damage because the enemies can't build up their strength, that might be an option for a no-healers-necessary world.Now, an alternative is to make dealing damage more important than healing it away.
I'm inclined to say that it's really as simple as not having a healer class and making your healing items high-powered to compensate.
A simple solution, would be lowering the effectiveness of the healer. It's not the only solution, but it is a simple one
While I love having easy solutions to a complicated problem, and this is all plausible solutions, it's easier said than done IMO. There's a reason why healers exist after all, and there's a reason why players tend to use them even if there's no need to: it always works both ways. For developers, it's usually used as a safeguard. An RPG game can be unbalanced not because of the developer messing around, but because of developer oversight. There's a tight boundary between balanced and unbalanced in a single battle after all, and healing help to widen the gaps of error. Without it, you would have control each battle tightly, and adding the fact that the party can be in a lot of possible combinations (Actors, Equipments, Items, etc.), the job became tedious.Now, an alternative is to make dealing damage more important than healing it away
Agreed, lots of fuss over nothing.I'm inclined to say that it's really as simple as not having a healer class and making your healing items high-powered to compensate.