If you’re a healer and you want to make the most of earning Renown, heal those around

legar

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If you’re a healer and you want to make the most of earning Renown, heal those around you who seem to be doing the most damage. The system encourages grouping with others and/or keeping the top killers alive, so if you do so, your healing Renown will flow! "


omg.. and what about the people who actually need heals because they soak up all thre damage...wtf
 

Roo Stercogburn

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I'm trying to work out which you have most of in your system tonight - alcohol or caffeine ;)
 

Flimgoblin

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tbh I thought a similar thing when I saw that post...

Some will read it as "Don't heal the tanks, heal the bright wizards/sorcs"... (which tbh probably isn't far from the truth)
 

acei

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I found it as equally hillarious. "Hey heal that Sorc he'll get you tonnes more renown than that silly tank up front that absorbs all the damage and prevents the sorc from being hit"... if that is the way it works then it's an exceptionally silly system.
 

Linnet

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It's true though. That's how you get renown as a healer at the moment.

Obv your team is more likely to actually win if you heal everyone else too though, esp that tank who has guard on you and is punting the witch elves away.
 

eksdee

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healing in scenarios became pretty unrewarding since the 'changes'. being rr39 i get barely any reknown when we win and when losing it's awful. at least dps classes get reknown just for doing dps (i think?) whereas my healed targets have to actually do something to give me reknown now. really quite frustrating.

not to mention that 95% of every tank in scenarios seem to feel that rushing into 12 order players solo constitutes bad healing when they die. tiresome.
 

Lollie

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It's true though. That's how you get renown as a healer at the moment.

Obv your team is more likely to actually win if you heal everyone else too though, esp that tank who has guard on you and is punting the witch elves away.

a tank that guards a healer... very rare things indeed
 

Ctuchik

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omg.. and what about the people who actually need heals because they soak up all thre damage...wtf

wouldn't that be the ones that actually DEALS damage to?

if you stand around doing fuck all just taking damage, then you sure as hell aint getting healed by ME.
 

Boggy

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Healing has always given decent renown for me, before and after the changes. If you want the MOST renown, heal anyone who needs healing.

If you heal damage classes and your tanks die, your damage classes will die and so will you, then noone will be doing any damage. Tanks play an important part of making the damage happen, though I can understand that it's not immediately apparent to people who only look at RvR simplistically.
 

eksdee

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guess it is just to do with my rr then. i've healed 250k+ and still only got around 500 reknown.
 

Soazak

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guess it is just to do with my rr then. i've healed 250k+ and still only got around 500 reknown.

I've found same, but i've also had it giving me over 2k renown for only healing 90k or so.

As above it's more based now on the damage/kills your side is doing, previously you would get RPs for healing people who took damage.

Now you have to heal people who have taken damage, but are also earning RPs (i.e. getting kills).



so....

Stop healing the tanks and heal the BW :D
 

Narzeja

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No heals on tank => dead tank => no guard on healers => dead healer.


I heal tanks.
 

Soazak

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I don't get guard anyway, if they are concentrating on the tanks, thats cool by me and my BW :D
 

Boggy

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What I don't understand is, if you get RPs by doing damage, or healing people who do damage, how would tanks earn RPs? Surely it must be more sophisticated than that?
 

legar

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What I don't understand is, if you get RPs by doing damage, or healing people who do damage, how would tanks earn RPs? Surely it must be more sophisticated than that?

2 different rp pools for healing and for damage
 

Jupitus

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If ya wanna moan about healing, try playing a WE ;)

I only ever seem to get healed when it's my own guildies in my group... I want the nickname 'The OverExtended' please :)
 

Boggy

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2 different rp pools for healing and for damage

I might be missing something, but doesn't my point still stand?

  • Healers can get a lot of RPs from healing people who are doing damage (according to this thread)
  • DPS get a lot of RPs from doing a lot of damage
  • Tanks get what? A few RPs from doing a little damage ...?

If that's the case, tanks are worse off than healers. But I have trouble believing the RP calculation is that simplistic or unfair.
 

Soazak

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I might be missing something, but doesn't my point still stand?

  • Healers can get a lot of RPs from healing people who are doing damage (according to this thread)
  • DPS get a lot of RPs from doing a lot of damage
  • Tanks get what? A few RPs from doing a little damage ...?

If that's the case, tanks are worse off than healers. But I have trouble believing the RP calculation is that simplistic or unfair.

Basically yes, but this is a group based game, so the rewards are spread between the group. The point of the tank is to protect the group long enough for them to make RPs. But that seems to go out the window when they run around with 2h weapon and the tactic that reduces their own armour by 33%, then they are an MDPS class!
 

Boggy

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That's what I'm saying, it's a group based game, so surely RP rewards recognise this and there is more to it than just scaling it by damage and healing?
 

Soazak

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That's what I'm saying, it's a group based game, so surely RP rewards recognise this and there is more to it than just scaling it by damage and healing?

What else would be rewarded? DPS/Healing are priorities in any group, kill the enemy and heal your team, they are essential to winning.



People are suggesting that tanks should be rewarded in terms of xp/rps due to damage mitigated by guard, I personally don't agree with this.



If the tank does his job and keeps his group alive with guard/knockbacks/knockdowns/peels etc then the reward is the RPs generated by the group as a whole by winning, it's a group effort. But the actual points are scored through DPS mainly. Suppose like in football, goalkeeper won't score the goals but his role is vital none the less. He doesn't need numbers next to his name to flex his e-peen :D
 

Boggy

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Well, ignoring for a moment that killing people in RvR should (in my opinion) count FAR less towards any RPs than the achievement of tactical objectives (e.g. capping a flag) there are quite a few options for how to calculate RPs.

Without having time to do any proper analysis, I suppose my initial thought is it has to be very simple or very complex.

Very simple would be identify a set of actions that make you a contributer to a kill (probably "if you applied an ability to the target or a contributing ally"), then divide RPs for a kill evenly.

Very complex would identify all the ways you can contribute to a fight (buff contributing ally, heal contributing ally, take damage from target, deal damage to target, deal damage to target's contributing ally, snare target, KB target, etc) then weight those methods of contribution. In a fight, measure the degree to which a contributor applied their contribution (amount of damage dealt or taken, number of KBs applied, length of time you snared the target, degree to which your buffs altered other contributions) and award RPs from the kill accordingly.

What I wouldn't do is have a halfway house, where you recognise SOME contributions (eg damage and healing) but ignore the rest. Because this would bias not only personal RP earning, but also people's view of who to invite to groups.
 

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