A player specced for healing typically does low damage. Likewise they get very very few killing blows in groups as they are busy healing. Events like the recent Coins of Waukeen event are very hard for players specced pure healing. We could only get coin purses by playing solo so we'd get the deathblow, and it was a frustrating and unfair grind compared to the other classes and the dps specced versions of our class. The last clause of the previous sentence is highly important for me.
We could potentially participate in events like Coins of Waukeen if we had the money and willingness to constantly respec to DPS when we wanted to grind coins. And any fix to healers to let them have more coins must consider that there _are_ players who spec DCs and OPs for dps.
I thus make the following proposal to alleviate the imbalance of ease of participation in events that require the killing of mobs between healing classes/specs and dps classes: Mainly my thought is that if a player has specced for healing, they should be able to be rewarded in an event for their primary role, not secondary or tertiary role. I thus suggest that healing specced classes are given and additional means of acquiring drops for for events that require deathblows/kills on mobs. Namely allow so specced characters to have a percentage based reduced chance of a drop from kill assists (i.e. healing a player that makes the actual deathblow/kill). Allowing for a player to focus on healing a group and still get event rewards. However, to prevent DPS specced versions of these classes from getting kill rewards AND assist rewards, implement a 120 second timer after the player gets two death blows within 60 seconds that turns off the ability to get event items from assists (these timers may need to be adjusted via testing). By requiring it to be two death blows instead of just one, it allows the healing specced to do damage when they otherwise have nothing to do, and not be afraid of loosing assist drops because they accidentally got a kill on something.
I was thinking of the reduction in normal drop rate for assist kills be based on the number of group-mates that are in the party. Making the reduced chance to drop be based on what percentage of kills the player would have gotten if death blows were evenly distributed.
Number of players in the group, including the healer:
2: 50% of normal death blow chance to drop -- as if the player got the deathblow/kill status on half the monsters.
3: 33%
4: 25%
5: 20%
Effectively scale the regular chance to drop by 1 / [number of group members].
I think this would effectively let healing specced players participate in the "kill mobs for drops" events via grouping with friends or just doing normal dungeons/skirmishes.
Does anyone agree with me, or have a solution to the problem that would require less programming/testing?
Thank you for your consideration,
-MacAran (Helos)
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On the other hand most people I speak to say Paladins are OP so maybe take a look at some class guides.
Roll yourself a dps toon, preferably a gwf for farming (though cws are fine too)
Use your dc in group content.. use your dps toon to farm with.
It will be 100% more pleasant in game.
p.s healdins are ridiculous in groups.. thats a totally different conversation though. In pve landscape , you will just do things much, much quicker with one of those two classes, you dont even really need a ton of i level , gwf at 2k can romp though anything in game and cw around the same. hrs, trs and sws are ok.. but they require more gear.. gwf is clearly the best farming alt you can have.