How to revive the Healer business?

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Recently a had a long chat with a socmate on Discord and he made me realize that this Healer business is practically dead right now compared to how it used to be before. He was telling me that the Mayhem amps with the life steal pretty much killed it, just the simple fact of putting all of this life steal within reach for everyone made hiring healers no longer necessary.

I would contend that the introduction of a new series of limited Restoration chips only made matters worse for healers but who's to say.

While I do understand that MindArk has the difficult challenge of making Mayhems worthwhile for people to participate in and that includes adding things into the strongboxes to make them worth opening, it's just sad that this had to come at the cost of such a wonderful profession that so many people have benefitted from for many years.

So, is the Healer profession dead now? Is that the way forward? Or is there something that could be done to revive it?
 
The healer profession has been getting nerfed for years now. The Adj Resto all but eliminated my need to hire low level fappers, and I used to hire a LOT of low level fappers years ago.

With the increased availability of life leech rings, mayhem amps, and as you mentioned new resto chips, yes, I would say the healer profession has been well on its way out the door for quite some time.

I believe all of these changes were done intentionally by MindArk. Unfortunately, for some, I do not see a return to the old healer system anytime in the near future.

You can still do okay as a high level healer, but the clientele has been shrinking for years now. Just look at FAP prices.
 
Since the use in life steal offsets your Paramedic and Biotropic skill gains (you end up skilling those a lot slower the more you depend on life steal in your hunting activities), then maybe if MindArk overhauled the top of the Paramedic profession so that high level healers unlocked something very beneficial, then they could kick-start that business again.

For example:
- The ability to reduce all crits on you by 50% (for a time)
- The ability to increase your hp by 75 pts (for a time)
- The ability to increase your hp regen by 400% (for a time)
- etc...

I say 'for a time' cause I'm not sure how long that 'effect' should last for if it's cast as in like with a MF chip. If it lasts too long, like Divine Intervention, then people will just go see someone to get it then go hunt. If the idea is to make it desirable for someone to be 'hired' for the duration of the hunt, then it should probably only last say 10-15 minutes and have to be cast again after that. But even better would be if it was given by proximity or something like that, like an area of effect maybe?

Anyway the point is a high level healer (like 100 or higher) should be able to do something really amazing that lower level healers just can't do. It's a profession that requires a big investment in terms of time and money to skill so there should be a point to skilling it up that high..
 
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i vote they fix whatever needs to be fixed before adding more bugs to fix.

What are the current bugs related to the healing profession?
 
My first gut-reaction to this thread is simply "customer service". I can't tell you how many times I've had a healer leave a bad taste in my mouth from their poor customer service. The most memorable (and common) example is when a healer agrees to a decay + flat rate fee up front (vs decay + tips), then expects a tip on top because I hit a HoF. What they don't understand is that hitting a 3K HoF doesn't put me in the profit when I've lost 10K that month. Such experiences make me want to distance myself from healers, because they do not clearly express their expectations up front - or they change their expectations when their perception of my position changes.

A more considerate response to this thread, however, leads me to say you're right on the money with your suggestion above with the buffs. I think that the "support" role has significant potential in team play dynamics, and it is currently very under developed. Tying it in with Mindforce seems more appropriate than Paramedic, but that is fine since a fap could be the staple of a support role while Mindforce would be appropriate to take front and center on the support buffs. I've been considering this one for a while, and I think I'll make a suggestion thread to spell out my concepts.
 
the reason healing profession was so good few years back is because players actually made tt profit hunting with certain weapons so it made all the sense.
now a days its just an extra tax on hunters. personally id rather switch mobs than to hire someone to heal me.
 
New unlock "guardian angel" 50 para 50 bio, grants guardian angel buff on target when healed crit dmg reduced, hp increase, heal regeneration increased per healer lvl, would be cool.
 
My first gut-reaction to this thread is simply "customer service". I can't tell you how many times I've had a healer leave a bad taste in my mouth from their poor customer service. The most memorable (and common) example is when a healer agrees to a decay + flat rate fee up front (vs decay + tips), then expects a tip on top because I hit a HoF. What they don't understand is that hitting a 3K HoF doesn't put me in the profit when I've lost 10K that month. Such experiences make me want to distance myself from healers, because they do not clearly express their expectations up front - or they change their expectations when their perception of my position changes.

A more considerate response to this thread, however, leads me to say you're right on the money with your suggestion above with the buffs. I think that the "support" role has significant potential in team play dynamics, and it is currently very under developed. Tying it in with Mindforce seems more appropriate than Paramedic, but that is fine since a fap could be the staple of a support role while Mindforce would be appropriate to take front and center on the support buffs. I've been considering this one for a while, and I think I'll make a suggestion thread to spell out my concepts.

Your suggestions are always a good read so I'm looking forward to seeing what you can come up with (y)
 
the reason healing profession was so good few years back is because players actually made tt profit hunting with certain weapons so it made all the sense.
now a days its just an extra tax on hunters. personally id rather switch mobs than to hire someone to heal me.

Yeah I can see that, but as a hunter if you're only choice is to buy a really high mu armor to hunt a certain mob, it would still make good financial sense to just hire a healer instead for decay. For example if a hunter wants to finish his Levi or Rex Iron, rather then paying almost 500 ped of markup for a set of Perseus, you could just hire a healer and it would end up being way cheaper.
 
One thing people should also take into consideration is the fact that also the players got a lot more DPS these days, it's much faster to kill the mobs where previously you needed a healer, from proteron, feffox, warlocks etc. Players are much stronger in both offense and defense and maybe what we are missing to see this profession being used more frequently would also be some proper challenges, bigger creatures, instances etc. Also the lack of interest in the big mobs is a factor that kind of killed it... the biger the mobs, the bigger the rewards should be, but getting polaris from mulciber is kinda crap reason to kill that robot.

So my opinion is the lack of incentive in end game and increasing challenges are the main reason and not the life steal buff...
 
I feel there are a lot more fappers these days, with a wider range of healing tools.
I do think MA should bring back some form of targeting for fappers.

Max life steal, it is not enough for the kind of mobs I would require the help from a healer to hunt.
 
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One thing people should also take into consideration is the fact that also the players got a lot more DPS these days, it's much faster to kill the mobs where previously you needed a healer, from proteron, feffox, warlocks etc. Players are much stronger in both offense and defense and maybe what we are missing to see this profession being used more frequently would also be some proper challenges, bigger creatures, instances etc. Also the lack of interest in the big mobs is a factor that kind of killed it... the biger the mobs, the bigger the rewards should be, but getting polaris from mulciber is kinda crap reason to kill that robot.

So my opinion is the lack of incentive in end game and increasing challenges are the main reason and not the life steal buff...

Fully agreed. Most of the top level mobs just don't have an incentive to grind.
 
One thing people should also take into consideration is the fact that also the players got a lot more DPS these days, it's much faster to kill the mobs where previously you needed a healer, from proteron, feffox, warlocks etc. Players are much stronger in both offense and defense and maybe what we are missing to see this profession being used more frequently would also be some proper challenges, bigger creatures, instances etc. Also the lack of interest in the big mobs is a factor that kind of killed it... the biger the mobs, the bigger the rewards should be, but getting polaris from mulciber is kinda crap reason to kill that robot.

So my opinion is the lack of incentive in end game and increasing challenges are the main reason and not the life steal buff...

My impression is that in the past, the biggest incentive for the bigger mobs was always the Iron Mission rewards, I'm thinking about Levi, Prots, Feffox, Rex... So you could say the incentive for them has always been the skilling.

These bigger mobs: Levi, Feffox, Prots, etc... People are hunting them in large numbers still today, they are still at the top of the chart if you look at Entropia Life's 'popular mobs' page, so what changed?

You are right about the dps but there's more to it then just that:
1. The introduction of AP plates makes tanking these mobs actually possible now
2. Coupled with one of the new Restoration (L) chips, you no longer need a healer
3. Abundant options to add Life Steal to your hunting makes them all even easier to hunt

So yes, we're going to need bigger mobs and there will have to be an incentive for people to hunt them, but the point was the healer profession has suffered a huge blow recently with all these changes and I was wondering what would be the best way forward to ensure that it'll always have it's place in the game. Or do we just accept that it's dead now, hold an official ceremony, say a few prayers and forget about it?
 
I was wondering what would be the best way forward to ensure that it'll always have it's place in the game. Or do we just accept that it's dead now, hold an official ceremony, say a few prayers and forget about it?

To not touch what's implemented so far, would be the first thing that comes to mind.
Healers were healers because hunters had some issues and time + various mechanisms introduced fixed those issues. I don't think the game should change to accommodate this profession as it was more of an opportunity as this whole game is based on, opportunities.
Maybe if MA could do something about the evade skillers, the most stupid thing I ever saw in this game, going on at Zychion, maybe people could hunt more robots there but atm it's very annoying and you have to assume those players will kill you several times per hour by running into robots. And like I said, introduction of even bigger mobs, with incentive to kill them is the only viable way.
And I'm assuming the Iron mission was the last reason for a hunter to hire a healer, the new missions are much better, especially with the META but I hope we don't go back to that topic again.
The main reason healers were hired was that low skilled players wanted to hunt much bigger above their level, to gamble a bit if you want, maybe in a team for fun, looking for the big hofs. This is still going on, but on a smaller scale
 
Killsteals, resto chips, increased hp, no easy click fap on hp bar outside team, armor said to be compensated more, no exciting loot on big mobs, customer service issues, need to arrange before hunting, these all contributed I guess.
I would say creating incentive is the best way to go, artificially intervening to help out a service not in demand would be a bad intervention.
 
People been saying we need bigger mobs since 3 years now...
 
People been saying we need bigger mobs since 3 years now...
Yeah, really we need an Entropia 2 to come out that completely revitalizes every aspect of this game. Everything just so stale now...

Would be awesome to see a fresh take on the whole concept and have transferability of our existing avatars to the new game. RCE is nice for the possibility to make money but there are much better ways to still have the allure of money in the form of a Play To Earn structure without the need for ridiculous overhead in gear costs and "bankroll" for players.

Entropia doesn't need to rely on exploiting casino-nomic metrics such as "cycle" and gaps in "RTP" to be profitable. But it's a very risky move to change at this point, doing it wrong would guarantee going bankrupt. And frankly, I don't think MA has the cahonies to take that kind of risk.

Realistically, the Unreal version shouldn't be an update to this but a completely separate game altogether.
 
I don't know what healing was like in the old days because I wasn't around. But as a recent healer I haven't had any problems getting work. I do know it can be a bit hard for some because every man and his dog has a 2600 for hire these days judging by the spam on the fap channel, but once you develop a group of regular loyal clients and provide consistent work its pretty good.

What the game really needs is more incentive to play as a team and incorperate support roles. Currently there isn't much incentive to do this for regular hunting. Except for trying to hunt outside your own level. Yeah we have team driven content with these high end instances like C1 and broodmother/whatever the new one is called, but most healers wouldn't have the HP, gear and skills to participate in these anyway. Not without also being a high level hunter themselves.

Maybe we could have unique mobs/areas/instances with unique loot where making a team and filling it with support roles is a requirement of entry, to promote teamwork.

Maybe teams could be given some skill advantage. As in skills gained by each participant are also duplicated and shared by all members, based on contribution, on top of their regular skill gain. The sum of all skills given for the group would be slightly greater than if they all hunted separately. You would have to have checks in place so such a feature couldn't be abused but it could be done. Skill boosts are a great way to promote gameplay without costing mindark anything.

Thinking along the same vein, rare/wave loot like tier components etc could also duplicate/be increased for all team participants, so people hunting in teams would generate more average markup than if they each hunted solo. TT returns would remain the same. Don't make it too OP, but provide some incentive.

In addition to healing support. We could introduce tank roles. Being able to choose whether damage gets split evenly between team members or the default current system would be nice. Healers would be able to offer greater utility to hunters by armouring up and being able to absorb damage as well. This would also open up another support role by itself if you just wanted to be a tank.

Just thinking out loud. I''m sure there are many ways to promote team gameplay that is more engaging than us all sitting 300 hours over Xmas going FFFFFFFFFFF.
 
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