What about the Blue Healing class►

By IronRavenstorm, in Descent: Journeys in the Dark

What do we really know about the blue healing class as of yet► When looking at the actions card that they last posted on the website it mentions heroes being knocked out (Which makes more sense then ending up in the city again). Also looking at the first campaign story that has been shown I noticed four tokens by every heroes card (Left of their main cards). They all seem to match to a certain class since all three heroes have a different type of token. Correct me if I am wrong here, but maybe the OL wins if they take enough of those tokens► If you notice the hero cards no longer have a point value system on them for the OL to gain points.

My strange thinking is that the healing class might have something to do with all of this. Maybe the healer can do something special which can help a knocked out ally► Again, what do we know about the healing class► I hope that in the next preview we will see something dealing with this new class since we already know about the other three (for those who played the first edition that is).

IronRavenstorm said:

What do we really know about the blue healing class as of yet? When looking at the actions card that they last posted on the website it mentions heroes being knocked out (Which makes more sense then ending up in the city again). Also looking at the first campaign story that has been shown I noticed four tokens by every heroes card (Left of their main cards). They all seem to match to a certain class since all three heroes have a different type of token. Correct me if I am wrong here, but maybe the OL wins if they take enough of those tokens? If you notice the hero cards no longer have a point value system on them for the OL to gain points.

My strange thinking is that the healing class might have something to do with all of this. Maybe the healer can do something special which can help a knocked out ally? Again, what do we know about the healing class? I hope that in the next preview we will see something dealing with this new class since we already know about the other three (for those who played the first edition that is).

The four tokens appear to be "hero tokens" that are just used to identify players in certain circumstances (check out the Curse of the Monkey God card from the latest preview).

The next preview will likely be about the Overlord''s role.

Thank you for clearing up the tokens, but my question about the blue healers. What makes them special► In our games we normally have the fastest hero become the medic, so what sets the healers apart from some one with a potion►

IronRavenstorm said:

Thank you for clearing up the tokens, but my question about the blue healers. What makes them special? In our games we normally have the fastest hero become the medic, so what sets the healers apart from some one with a potion?

I imagine their skills will allow them to heal other heroes. Seems obvious, really.

The next question then becomes, how do you make two classes out of that► Healing seems to be a very narrow possibility. We already know one of them is dressed in armor, which points toward a Paladin. Maybe something along the lines of a damage prevention, though that was already described under the knights class for the fighters archtype.

My friend brought up the possibility of a buffer and debuffer. One that removes curses/heals wounds and the other that prevents them altogether. Here''s to hoping we get another preview soon.

Unclechawie said:

The next question then becomes, how do you make two classes out of that? Healing seems to be a very narrow possibility. We already know one of them is dressed in armor, which points toward a Paladin. Maybe something along the lines of a damage prevention, though that was already described under the knights class for the fighters archtype.

My friend brought up the possibility of a buffer and debuffer. One that removes curses/heals wounds and the other that prevents them altogether. Here''''s to hoping we get another preview soon.

I think the two most likely classes are Cleric and Druid. Obviously straight-up healing abilities will be common to both (with maybe the cleric having a slight edge). Possibly the druid will have familiars at his disposal…►

IronRavenstorm said:

Thank you for clearing up the tokens, but my question about the blue healers. What makes them special? In our games we normally have the fastest hero become the medic, so what sets the healers apart from some one with a potion?

Well, for one thing, we don''t even know for sure if potions will still exist in 2e. At least as far as healing potions go, anyway. Healing potions were fairly useless in 1e once the hero party knew how to manage themselves, so writing those off entirely and making a class of heroes who specialize in healing could be a possible change. They could heal their friends when it''s necessary and hit things with big sticks when it''s not. Sounds more useful already.

Unclechawie said:

The next question then becomes, how do you make two classes out of that?

One subclass is focused on restoring wounds, the other is focused on restoring fatigue. That''s just a guess, mind you, but it makes sense to me.

The Dark Charm OL card has the word potion on it so there do seem to be potions in some form or fashion.

I kinda figured out that they could heal other heroes, but it has to be cooler then that for FFG to make up this new class of heroes. Also, if they don''t have potions anymore it kinda forces the group to have a healer amongst them. I know that my group will be kinda shy from picking the healers right away since they love the warrior and magic classes. It seems that I am the only one who ever wants to play as the scout.

If they still have potions. I think one would specialize with them, and the other one focus more on magic base spells. Just a thought.

It could be anything really. The common trait will be low level healing, for sure, but we might find the two are:

One as a high amount healed to a single target, the other low levels but area of effect

One predominantly heals, the other buffs - giving regen abilities, making them hit harder, damage mitigation (roll an additional brown dice this turn, for example) etc.

One works on wounds, the other works on fatigue (though I really don''t feel this is as useful as wounds itself).

May even find that one is able to create potions somehow…

Something I found cool from the latest preview about the OL was the one enemy unit called flesh moulders. It looks like the OL will get a healing class of monsters just like the heroes. That is pretty cool in my book.

IronRavenstorm said:

I kinda figured out that they could heal other heroes, but it has to be cooler then that for FFG to make up this new class of heroes. Also, if they don''t have potions anymore it kinda forces the group to have a healer amongst them.

Also keep in mind that when a hero gets KO'd (as I understand it) another hero needs to come tag him before he can stand up again. This will mark a significant shift in tactics from 1e.

In 1e, if you die you just show up in town and come back through a glyph. No muss, no fuss. There were times when the best move you could make was to run into a room full of monsters, knowing full well you'd get killed, but as long as you open the chest first, the hero party scores a big win for the cost of a couple measly CT.

In 2e, the same tactic will leave your hero immobilized and unable to do anything (one assumes) until someone else in the hero party can reach you and tag you. As such, having the ability to heal becomes more important, because you can't simply rely on death and resurrection to reset your health meter and your board position to something manageable. How well you can recover wounds as a party will affect how aggressively you can advance through the quest. Potions or no potions, that will make a Healer valuable.

It sounds like they've made a number of changes to reduce the heroes' desire to race through a quest at top speed (which was usually a favourable tactic in 1e.) At the same time, there seems to be a tighter leash on the OL's ability to overwhlem the heroes with masses of monsters, thus reducing the need for them to race through a quest. While the tactical combat aspects are still present, the focus is less on getting through as quickly as possible, and more on just getting through. All in all, I think this will do wonders for enhancing the heroic adventure aspects of the gameplay without really sacrificing the crunchy tactics.

Steve-O said:

IronRavenstorm said:

I kinda figured out that they could heal other heroes, but it has to be cooler then that for FFG to make up this new class of heroes. Also, if they don''t have potions anymore it kinda forces the group to have a healer amongst them.

Also keep in mind that when a hero gets KO'd (as I understand it) another hero needs to come tag him before he can stand up again. This will mark a significant shift in tactics from 1e.

The hero summary card states that a hero can stand him/herself up.