We hear alot about elite healers or healers in general becoming a massive issue at high trials. How they are essentially immortal and sometimes tougher than the final boss to take down, if possible at all. Thought of an easy fix today that I mentioned in discord. Got Lam 's thumb up so figured I share it here in the forum.
Increase the base HP for healers massively but make them ineligible to be healed themselves. The idea is similar to the aura based elite mobs. The elite itself doesn't benefit from the aura but the surrounding mobs do. Since the most frustrating thing about elite healer is the xx millions of healing they do for every mob around them and themselves, if you make them killable, but not a pushover, they will serve their purpose without making high trials auto abandon when healers show up in numbers.
Now I understand giving healers the HP of an elite zombie charger seems out of character (if that's really a thing in any kind of fantasy setting game -- logicality), perhaps then healers are spawn with shield bubble around them that's 5-10X their base HP. This way it will pass the lore test.
With killable healers, they become the natural first targets to go after since they dramatically extend any fight (the opposite of what you want in clearing high trial). Coincidentally all those "go after the healer" minion cries are now good strategic advice.
Increase the base HP for healers massively but make them ineligible to be healed themselves. The idea is similar to the aura based elite mobs. The elite itself doesn't benefit from the aura but the surrounding mobs do. Since the most frustrating thing about elite healer is the xx millions of healing they do for every mob around them and themselves, if you make them killable, but not a pushover, they will serve their purpose without making high trials auto abandon when healers show up in numbers.
Now I understand giving healers the HP of an elite zombie charger seems out of character (if that's really a thing in any kind of fantasy setting game -- logicality), perhaps then healers are spawn with shield bubble around them that's 5-10X their base HP. This way it will pass the lore test.
With killable healers, they become the natural first targets to go after since they dramatically extend any fight (the opposite of what you want in clearing high trial). Coincidentally all those "go after the healer" minion cries are now good strategic advice.
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