I do not think so. There are ... ways to simulate this "feeling" of countering. The best example is for a Meele DD to walk away from some kind of danger in a way where he is constantly able to hit something "else" or the boss. Though this is most often not wanted by anyone because it most often means to endanger other players, and the player with the first "good intent of being more effective" is simply labled "egoistic".Originally Posted by vlad
Countering in WoW most often means to cut short on something else. For example the Infest ability of LK, (I like this ability as an ability to center the discussion around, as it was already done). And the way to counterit is by letting a priest skill disciplin and shield the whole raid non stop. This is no fun to counter or prepare a countering. This is plain boring. Actually this is the best form of avoiding the ability instead of healing around it.
This is also a thing that bugs me, the healing around it part of WoW. I do not want that healers are there to stand around and wait, but first some way of clarifying why there are healers anyway in other games. Healers in most other games are there to heal a character when he actually takes damage. This might be a bit ... plain ... at first, but with this statement comes another thing: The player is most often forced to take no damage. The healer is for the rest of the fight a supportive character with skills that boost the strength of others or engages in the fight itself by dealing weak damage.
(Jump over the next 2 paragraphs if you suffer under the "Too Long Did Not Read" syndrom):
In Final Fantasy for example, the player has most often a healer character in the team that heals when the party is low on health. In the meantime, when the battle started, the healer is most often used to buff the group with spells like "haste", "ener", "courage" and so on.
In God of War, the player heales himself by killing the enemy in a certain way, giving him green orbs instead of red orbs, but thus he gets less red orbs to level up.
In Kingdom Hearts, the player needs to either use precious potions which are limited within a single fight (aka. the Belt System of Diablo2), or use a huge bunch of mana to cast a healing spell, limiting his offense (which regenerates slowly).
Now look at WoW: A healer does nothing else but healing "by guessing". The healer casts healing spells non stop on a target he either thinks or knows that it will take damage. In the meantime he stands around. The paladin is the only healing class that has an ability (that noone uses) to attack the enemy and then heal more efficiently. Blizzard even further encourages this by making this playstyle neccessary. They let the life bars of all 25 players in the raid sometimes run down very sudden and very quick (BONESTORM and Infest). Now this damage is not "caused" by player failiure but by intent of the game designer. The only way to counter this damage is to constantly look at when it might happen and then watch carefully where the health bars need refilling. I do not say that this kind of gameplay is not challenging, that there are players actually enjoying this, but it always comes to one EPIC failiure in gaming: FRUSTRATION when you make a little mistake. Most notably the Tank death beacause all healers healed something else for ... 2 seconds. Get this sentence in your head. 2 seconds and WHOOSH everything disperses into dust, your whole effort for the boss battle, your whole progress within the boss battle and most commonly it also gives you the hate of the other players, even if they dont say anything, because YOUR(or all healers) mistake killed everyone. Now take a look at the other games and ask: Why did the tank even take damage? Isn't he there to mitigate or negate damage? In most other games the Tank is there to distract the enemy for a limited amount of time to let the healers refill the lifebars of their teammates when something went wrong. In most other games the healer is there to heal a limited amount of health back to the team when they made a mistake - aka "Its fine you are OK! Now get back into battle and try again!". In most other games the damage dealer is there to deal quick damage to end a fight faster than it would last when you would send in 3 tanks and 2 healers.
(end of TLDR)
Blizzard discourages you to think, to act, to enjoy something in a fight. Because there are certain game desing decisions that cause this:
1. Tanks ALWAYS take damage. They turned from "tanks" to "meatshields", from characters who "negate damage" to characters that eat ... "less damage" than others, so that there is enough time for 2.
2. Healers ALWAYS heal. They do nothing else. There are no mistakes done by someone, somthing always takes hits. Instead of someone who "heals up" someone who comes to them on their knees, begging them for more time to fight, they are there to keep the whole "clockwork" of a group "oiled" the whole time. If something overheates, THEY (most often) take the blame and the damage is irreperable.
3. Damage Dealer do what they can ... for up to 20 minutes straight. Well I have nothing against long and epic bossfights, but the efford of button mashing you put into it and the speed at which everything can go to hell is ... nothing fun. (Hammer away on the "2-Button" for 10 minutes ... yay fun!) The Survival aspect most often looks like this: One mistake: You die! ; If there is nothing to do and you just "have to take damage" - like Infest or BONESTORM, the "mistake" of letting you die is at the healer, and you can do nothing about it (most often).
Xenon's patented solution for these 3 points (order for 25 bucks a bottle after the show):
Change the fights to more situational damage sources.(1. and 2.)
The boss may still meele the Tank non stop(1.), but let the tank eat less damage(2.). So much "less" damage that there is time for something else inbetween for the healers(2.). This "something else" can still contain the constant healing aspect, but on other targets, as this is something that players got used to over 6 years, and Blizzard wants to go things "slow". As a balancing reaction to that, let the healers heal less, and increase the costs of healing, so that breaks are nesseccary and are affortable(2.). Nesseccary not in the way of "standing around" but more of "helping otherwise"(1. and 3.). Affortable not in the way of "nothing happens" but more in the way of "less dramatic happens" (2. and 3.).
Decrease the health of bossfights to an amount, that players need to think about when and how to deal damage.(3.)
Increase the action on the battlefield that the decreased amount of health on the boss still does not "tinker" on the battles length. Times where no damage is possible because survival is more important, and when you fail at "surviving" it is YOUR fault, and noone else, and noone else is affected by this. (2. and 3.)
To get back to the whole "clockwork" metaphor: Blizzard needs to design their "multiplayer" part of the game in a way, that the clock they deliver needs no constant maintanence. It needs to work on its own and designing boss encounters that make this possible is one first step.
To reach that full, working clock, in my opinion the 3 Steps of Battle Enjoyment need to be fulfilled.
Blizzard delivers a way to learn the encounter.
Blizzard most often delivers a way to avoid something within the encounter, but still most often implements unavoidable damage sources that damage the flow of the "avoiding" experience (aka. the question of the player comes in mind "what did I do wrong?" - "nothing we just like to get your character hurt")
Blizzard nearly never lets a player counter an ability to "negate it to your own good". Even when you can kite the boss into his own Void Zone, and something would happen, would be an effective way of "countering". Or to bring in another word: to abuse the ability.