([i]Don't worry, this thread isn't about bashing the Sunsinger, read the title; and please, keep the insults about my mother light :) [/i])
Lately people have been bashing the usefulness of the Sunsinger warlock subclass... And I can't help but go along with it.
When I knew I was getting Destiny, I did my research on the Warlock subclasses, as I knew I wanted to be a warlock ever since that first e3 vidoc. Now when I first saw the name "Sunsinger" I immediately thought "Oh, so it's like a healer?".
[i]If you ask me that's what the Sunsinger sub should've been all along, a [u]Healer[/u][/i], not some boring old grenade spammer. And the more I think about it the more I see this subclass fitting into the world of Destiny.
[[i]Other MMOers and RPGers can understand what I'm going through here, honestly, why is it Destiny try's to act like an RPG but doesn't actually do anything RPG-wise; but I suppose that's a conversation for a later day.[/i]]
[b][u]Here are my ideas on the subject:[/u][/b]
The warlock's melee would, when hitting a teammate, take off a portion of their super energy in addition to melee, but heal the player from a distance.
The Warlock's super would create a ring around the caster that, when a teammate would step in, would increase health regeneration by 20-30%. This Ring, unlike the Ward, would follow the caster but he himself would not heal any faster as to keep things on an even playing field.
Perhaps this might seem overpowered to you other classes, but just stay with me here for a moment. Isn't the Suros op? Would you argue the Titan Ward is op? With the right amount of fine tuning I believe bungie could do this for a fix on the Sunsinger (In my opinion, and other mmo/RPG players what it properly should be); or gift this to another class, for future DLC maybe? Or better yet! As a free piece of content for Bungie's loyal fanbase! ([i]Yeah... That'll happen[/i])
[i]For those of you who actually want to help your team in addition to also getting kills (I know there has to be [b]Some[/b] of you out there!) this could be a worthy addition to a coming DLC that I would love to take part in![/i]
[b][i]TL:DR[/i][/b]
[spoiler]New Healer Subclass Addition
• Melee directly heals Teammates (Still damages enemies)
• Super creates a "Ring of Healing" that increases Health Regeneration much faster by 20-30% and follows the caster (Does not affect caster, no faster health rejuvenation)
-New Subclass could be proper way to substitute Sunsinger Conundrum or Add a new future subclass for DLC. [/spoiler]
Edit 1: Okay, I can understand why people wouldn't want this. You came from call of duty, never played an MMO, have no sense of team, only play deatmatch, and have never played a good Blood Gulch CTF game in your entire life.
If your one of [i]those[/i] people then I get it. But I don't understand it. Destiny isn't exactly encouraging solo-play, so idk. You have fun lone-wolfing it. Although that term is probably lost with Reach.
Edit 2: The "Ring" is a concept I borrowed from Skyrim ([i]A fantastic game for ALL Rpg players[/i]) where you can cast a magic protective ring around yourself that heals you and keeps enemies out (Don't remember what it's called, I'll look it up later). Obviously I left the "keeping people out part" for balance but the basic principles are all still there. ([i]I know this didn't originate in skyrim, but that's what I'm thinking of when I think of of a visual representation for the subclass[/i])
Edit 3: Wow! some great feedback here guys! Keep it up!
Edit 4: Trending, wow! I'm going to be posting a response to the most common seen comments and criticisms and provide a link, or I could put it in a normal format other than that, idk. I'll think of something.
Edit 5: I myself have a serious problem with the Orb system that Destiny presents. The orbs are produced but there is no visual indicator (beside some small lines of text in the corner of the screen). For one, the Sunsinger would be a viable subclass for me if there was just more of a visual representation of how your actually helping your teammates.
1. [i]"Using a healer would be useless and would not fit into Destiny at all, and there would never be a situation where we would actually use this."[/i]
[spoiler]Obviously what we're talking about isn't a straight up in the most technical term "Healer", what we're discussing is some who can manipulate that period in your shields when they are completely down. That is our target picture where this would be useful.
That being said, I do believe a "Healer", noting it as the term we've laid above would be useful and could base itself I'm the world of Destiny based on one simple fact, every player ALREADY has a regeneration factor that can be changed in your subclass with special perks. The super would manipulate this factor for everyone by a significant percent to essentially where they could keep shooting an enemy and regenerate much "health".
When I think of when and where this could be useful I imagine myself behind that one door and pressure area we all know of in Blind Watch, the common Mars map in most game types. Say while a warlock is closer against the railing still shooting but behind cover the Titans could jump out of cover and shoot the enemy while he runs from the warlocks bullets, effectively earning the kill and the warlock gaining a support accomedation.[/spoiler]
[i]P.S- for anyone interested in a good group of friends to find for raiding and such, join us in the Xbox Clan: HolyHandGrenade.[/i]
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The problem is the class is sun-singe-r not sun-singer. Thats why its not a healer class.
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I absolutely love it. I agree that there should be a healer class. We know that new subclasses are coming with Comet, and I hope this idea is implemented with the Hunter. I mean, they are the only class without a team-based subclass. Great thread and idea. 10/10.
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Mmm in most RPGs you need a healer because you can't just disengage from a battle real easy, and nobody regens health. With this game a healing class would be wasted IMO, you can always disengage and jump behind a rock to recover, especially if you've got it set for fast recovery. I think a more mobile support class would be awesome, something that buffs armor and weapons. I know ward of dawn does but it's immobile and you have to pick one or the other.
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If you add a class that heals then they would have to offset by having more damage be dealt by mobs, otherwise it's just a cakewalk. However, what happens when you're not partied with a healer and soloing something? Suddenly that becomes the class you HAVE to have in your party and all other classes struggle in solo play. I love role-based mechanics but in this case it's not worth it in my opinion.
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make the sunsinger proc heal regen every 4 seconds during it's super. make solar grenade proc health regen once per grenade. bam, healer.
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Edited by Barbatos: 1/3/2015 5:37:41 PMHealth regenarates. See no point in having a healer subclass.
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Yes, you are completely right When I first saw destiny i thought: Titan=tank Hunter=damage dealer Warlock=healer So it would have been more important to have a good fireteam chemistry like every normal MMO
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Um... Natural Health Regeneration. The Healer would become redundant. That's why a few perks for weapons and armor and subclasses are all that's necessary. Regeneration is one of the three stats that each subclass has.
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If you think about it, they kinda do have aspects of healers in both titan defender and Warlock sunsinger. Titan bubble can give anyone a over shield for a temporary time limit. Warlock sunsinger has a perk that cools down abilities quickly, but the problem is most of warlocks run self revive.
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IMO every class should at some point have the following traits for its respective subclasses: • offensive • defensive • healer That way during Raids every player is in theory capable of playing every role regardless of what class they're using. You could in a way argue that 'healer' can currently be used however this takes preparation for correct gear. Hunter's gunslinger and Warlock's sunsinger can spawn more orbs when enemies are killed, if teammates have gear that regens health when orbs are picked up this currently works. However as I say it requires preparation and not everyone may have the gear that does
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Wtf Please no, not in destiny. Health bars go up and down way too rapidly for a healer to be of any use
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The joy of this game is no need for healer. This means that no matter what i want to play, I can. The second you add a healer, there become class requirements.
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Oh my god you people are so dumb. The Sunsinger super puts out way more damage than ANY other subclass hands down, and spawns way more orbs. It is the best subclass if you know how to use it.
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Edited by Mossy: 1/3/2015 12:31:02 PMReplying to your title alone, please change it to 'In my opinion, Destiny NEEDS a healer subclass'
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I don't think we need a healer class. When you can just run away and hide for 5sec or so to fully heal.
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The second a class gets a healing ability it becomes a must according to raid design. In a FPS, nobody would want to play a healer. All this leads to people being forced into a role they despise just for an RNG loot system that can screw them over anyways.[spoiler]No.[/spoiler]
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Ok I really like this idea but why change sunsinger? Why not have a arc warlock called archangel or something where your super is where you pull out a healing gun that you shoot at teammates. The perks could change whether it's after a full heal they'll gain a shield or you can change it to a offensive class that also has a aoe around the original guardian that hurts nearby enemies. ( on top of the healing gun) the aoe could be a little stronger than solar grenades per tick but balance so it's not to op!
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One of my favourite roles in WoW was a PVP healer. It was amazing fun. I'm also interested in how 'healing' could be applied to destiny. PVE class - I keep thinking back to wow, and how classes could offer a light well to gain instant health or something. Or maybe how monks could chuck an orb down and it could send a beam to heal players. PVE healing encounters - I really like the crota encounter, I think they did they well in regards to the health regen. I would be interested in seeing a raid encounter where they do a wave a damage or something and its enough to wipe your group and the only was to live through it is the titan bubble with blessings. Or maybe with the raids armour gives a damage reduction. I think there could be more healing/health mechanics with the strikes and that, not 100% how healers could fit in raids and stuff. Good topic though for debate.
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no just no we see way too many people running around witching about why am i dying so fast why doesnt it regen fast enough
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The thing is, Destiny's "classes" aren't even really that. They don't really differ too much and heck, you can change their Armor, Recovery and Agility to your leisure, within the classes limits. There isn't a whole lot that screams these classes to be different. I have little trouble switch from Warlock to Hunter to Titan. It's not quite a true RPG, but it works. I mean, people wouldn't be playing if it didn't. So to put in the healer subclass for a warlock wouldn't really be too beneficial. Don't get me wrong, I think this is a great idea. I typically play a healer in class type games, but in a game like destiny, it's just too out of place. All but one of the subclasses so far are offensive, Defender being the exception. Voidwalker is heavy area control, Gunslinger is heavy precision, Striker is also heavy area control, Sunsinger is support for yourself (and teammates if you're a good player) and blade dancer is close range combat. None of these classes really differ to different places. As much as I'd like this, it just wouldn't fit.
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Edited by Tibbaryllis2: 1/3/2015 9:17:44 AMI agree Destiny needs a true support class and I agree a traditional healer won't work. Instead make a subclass for warlock that can manipulate party shields and resurrection. Abilities like "super: revive nearest ally at full super". This wouldn't be as OP as it might sound since it wouldn't produce orbs, your teammate is effectively directly getting the orbs. Or "Super: lose all shield, all allies in range are returned to full health, full shield, and full over shield" same orb generation as bubble Or "super: during the duration of this super you take double damage, but your allies deal additional damage". Same orb generation as radiance, but 1/2 as many orbs produced through teammate damage. Or even something as simple as "super: generate 8 orbs of light at your location; any teammates within 10m generate 2 orbs for you (max 4). It's not hard to think of skills that could be befit your team without being game breaking. And without being pointless. I agree healing itself is rendered pointless by relatively fast regen rates, but a buff class would work.
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I agree with a healer class, however it can not be a "increase health regen" type(atleast not all of it) due to how destiny handles it. If you increased the regen of a player, but that player was taking damage, you have wasted abilites doing nothing as they will not heal, it needs to be a health restore. I would play this class as a main, there is only so much that can be done with the current system needing to back out of the fight to heal. ~idea~ Keep the solar grenade but twist it, friendlies restore x amount of hp while standing inside of it.
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The way this game is made it doesn't need a healing class...
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Warlock sunsinger self res and titan defender bubble?
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Titan defender is the healer. Walk into the bubble, walk out. Boom magically your shield is regened