104986-new-healer-class

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they should make a heavy armor, healing only class. call it...the personal trainer.
 
he only has one heal, "why aren't you sweating?!" the animation is a slap in the  face, with a voiceover that says "YOU GONNA TAKE THAT, *cupcake*?!"
 
party members are granted a buff called "man the *cupcake* up."
 
 
 
discuss.	
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			They'll break it and it will do more damage than engineer and tank better than warrior.	
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They'll break it and it will do more damage than engineer and tank better than warrior.
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Pretty sure a Wet Noodle does that better at the moment.
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They'll break it and it will do more damage than engineer and tank better than warrior.
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It always make me cry/laugh when I read stuff like this. :P I never know if people like you want the classes to be OP, or if you prefer a balanced game. I go with balance every day, and welcome any balance changes.
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Just to toss in my two bits... I don't really PvP in games that are more story-driven and/or PvE-centric/focused... if I want to PvP, I typically do it in a game built around PvP (just feel there's probably more mechanics/tools at play that way -- that's also not to say that people shouldn't be PvPing in story-driven games, that's not the intent at all).  That being said, I don't mind balance when it's for the sake of the story/PvE... however, does get old to find, "hey, your character's skills are being completely shifted this way and that, nerfed, etc... because they're an issue in PvP".  As I pointed out in another thread... if they want to nerf/balance things BECAUSE of PvP or FOR PvP... there's already systems built into the game (same systems used for mentoring) that could be utilized to stat-shift on the fly when people want to PvP without having to touch/alter PvE.
 
As for SS support-set... there's a "set"?  I thought our support was just when all else fails, chuck our gun at it and run. :lol: (J/K)	
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Just to toss in my two bits... I don't really PvP in games that are more story-driven and/or PvE-centric/focused... if I want to PvP, I typically do it in a game built around PvP (just feel there's probably more mechanics/tools at play that way).  That being said, I don't mind balance when it's for the sake of the story/PvE... however, does get old to find, "hey, your character's skills are being completely shifted this way and that, nerfed, etc... because they're an issue in PvP".  As I pointed out in another thread... if they want to nerf/balance things BECAUSE of PvP or FOR PvP... there's already systems built into the game (same systems used for mentoring) that could be utilized to stat-shift on the fly when people want to PvP without having to touch/alter PvE.
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Skills work differently in PvP, everyone has predetermined stats.
 
You PvP for ladder rankings/fancy costume/housing pieces, not overpowering gear.
 
Ah dreams are nice...
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Yeah, and I realize they work differently in PvP... never said they don't.  As I explained in the other thread, it actually wouldn't be that hard quick-shifting things on the fly.  It's already done with mentoring, also seen in other games that utilize similar mechanics.  As I stated in other thread, would just need a small database of array values per each class.  So for instance, Spellslinger might have an array of all stats/skills/tweaks, etc... once PvP flag goes on (or PvP combat with an RL player is detected on a PvP server), the array values/tweaks are applied to the base stats/skills to make the needed alterations.  As a hypothetical example... it's found that SS are too overpowered in PvP because of their need for high attack/assault power in PvE... so in the array, attack/assault power might be set at "-25" or "-50" which when applied to their base stat, would lower their attack power by 25 or 50 in PvP.  Skills, etc can be altered this way as well.  Would also be more streamlined since in the future, when other "issues" are found that need balance for PvP, by just shifting one or two numbers (tweaked), can "balance" as needed without having to majorly overhaul the entire class structure/foundation and effect everybody playing that class, even when they don't PvP.
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			Probably going to be released in 2016 as a purchasable class in the F2P Version of WildStar. It will be located in the cash shop next to the chests that have a chance to drop various loot including Amp/Ability points. 20 bucks for a pack of 5.	
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Bring damage values down, reduce charge and cooldown times.
 
This way SS gets less super-burst, more sustained DPS (we lack that) and it goes much further.
 
But you know... balance... not likely.
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Probably going to be released in 2016 as a purchasable class in the F2P Version of WildStar. It will be located in the cash shop next to the chests that have a chance to drop various loot including Amp/Ability points. 20 bucks for a pack of 5.
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Probably going to be released in 2016 as a purchasable class in the F2P Version of WildStar. It will be located in the cash shop next to the chests that have a chance to drop various loot including Amp/Ability points. 20 bucks for a pack of 5.
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Dammit Balf get an Avatar
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Done.
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