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Life of the Team

by HealZilla
Jun 24, 2020
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Teamwork and understanding each other roles are the key of success in any MOBA or MMORPG online games. For example, the Tank role and duties  is as the guardian of their team - leading, making good decision, holding and crowd controlling, and dominating space so that the rest of the team may function.

The Damage Dealer  role and duties is to be the artillery, infantry, flankers, or snipers, controlling the battlefield in an aggressive manner  to take out members of the enemy team through sheer firepower. In doing so, protecting your tank and support/healer.

The Support/Healers are your friends, who run willfully into dangers, risking themselves for the sole purpose of keeping their teammates alive and doing their role smoothly. 

Healers, must endure their way through a quagmire of verbal abuse populated by toxic and thorny accusations of 'low-skill' gameplay, with their services very often taken for granted.

There is a situation where maybe the tank decide barrel solo into  the entire enemy team, then die? Healer’s fault...And then, here comes the marksman stand out of line of sight and die while at the same time standing far away from group and die? Healers's fault...Please remember this, there's no game’s mechanics allow one to cure someone else of their own stupidity.

There even exists a portion of the population who believe that the role of 'healer' doesn’t belong in competitive gaming. These individuals bear the conviction that gaming was better before every title had a dedicated healer, creating their own delusion into a belief that experiencing damage in any form of PvP combat with no dedicated support role is preferable. Relying on the lame in game minor healing spell? Be my guest. Keep on going back and forth from base to battle field? If you prefer to waste time and let enemies have easier time destroying your lane/tower, be my guest. Healers, however, play a necessary role that enhances games rather than slowing the game down. And never get it wrong that by no remote stretch of any imagination is healing a 'no-skill' or 'low-skill' job.

If you have never been a healer in your life, please give it a try. Healing is definitely not just mashing buttons blindly, it has cool downs, it has certain amount of heal in every cast so single target healer has to not only look at the health bar, but also predict who should be it cast on next time the cool down is up. So people don't die. And on top of that, you have to stay alive too. You can heal  early, but what is the use of over-healing? You can't heal late, for obvious reason. Teammates who expect heals anytime anywhere and not even protecting the healer? Oh, get used to that. 90% non-healers are like that. So the 10% who does protect the healer, you keep them in your friend list and say hi and play more with them. They understand your value, and respect your hard job, and so you should play more with people like that.


Healers enable the rest of the team to perform their own specific role, for instance:

1. Tanks depend upon healing to survive the damage they receive while drawing attention, initiating battle and crowd controlling the damage dealers for the team to finish off their job during war.

2. Damage Dealers require healing if they wish to stay alive longer in accomplishing their goal of victory during war. Dead damage dealers will be of no threat to anyone.

Without the presence of support healer characters, players would be restricted to rely on health pools gained from items and either passive health regeneration, battle spells with long cool downs.

Healers supposed to help developers in creating a balanced game. Time-to-kill (TTK) is one of the more crucial aspects of any competitive player versus player experience. If it takes too long to kill someone, players become frustrated. If it takes too little time for enemy teams to murder each other, players likewise become frustrated (like, few extremely over-powered character, either naturally or in a cheating manner - yes, cheaters do exist in this world, and they think cheating to win = skills)

Healers alter the imbalance by increasing TTK proportionate to the skill of attacker, stats, and level. As the healer and their Tank or Damage Dealer (usually) are a team of two, a damage dealer may require assistance to slow or cc or even kill off their foe, creating a dynamic engagement. This enforces the idea of teamwork. Good teamwork is always key to victory.

While Tanks and Damage Dealers require support characters to enable them with the capability to accomplish their roles, Healers are in the same way dependent on Tank and Damage Dealer players to watch their backs. By keeping them free of enemy marksmen, flankers and assassins, a Healer teammates can help them shine in a give-and-take, symbiotic relationship which benefits all involved. Healers are every bit as integral a part of competitive gaming as damage sponges, tank jungle monsters, and let players spend more time on the field and less time on the base. The sooner gamers accept this fact, the better.


It takes a certain breed of person to take up the mantle of healer or support character in a competitive environment. In many ways, these individuals are selfless - though there are, as always, exceptions to this rule. Support mains prefer to work behind the scenes, their actions enabling them to act through their teammates, boosting capabilities of all team-mates.


The main skill all healer mains must perfect is the delicate art of triage. In the span of time, a medic must evaluate the remaining health of their entire team and determine which individual they must assist at any given time. A common misconception among gamers is that this person is always the tank, when in fact a healer sticking only to their tank and ignoring injured damage dealers is a major red flag—the bloody, scarlet mark of an inept healer. There are a multitude of situations in which a medic must switch their attention from a tank (even if injured) to a damage dealer, who are fragile by nature and cannot survive as long as even a heavily injured tank in the heat of battle. Due to their low HP pools, damage dealers can be healed with swiftness, and then triage dictates the healer turn their gaze back to the team’s vanguard. The ability to execute rapid, accurate triage and make split-second decisions under pressure is not a trait every person has, and cannot be learned—only refined.

The secondary skill support mains require in abundance is, in truth, a combination of two things: situational awareness and positioning. Healers not only need to know the general location of each of their teammates, but also must be vigilant in monitoring enemy team movements. Using this information, a healer must then discern the best place to position themselves so as to be available for emergency aid, while at the same time avoiding unfortunate encounters with enemy flankers or well-placed bullets in their skulls. Often left to fend for themselves as overzealous damage dealers are physically unable to look behind them, support mains must discover the consummate balance between passivity and aggression in order to survive.


Nobody is perfect. Everybody dies. Even pro eSports healers make mistakes, and either fail to keep a teammate alive, or must, by necessity of triage, allow someone to perish so that another squadmate might live. Berating healers for perceived failure is a self-defeating action, in which toxicity results in tilt and unconscious bias on the medic’s part. Before opening one’s mouth and being stupid and unjust, gamers should ask themselves one vital question: Would you want to heal someone who treated you like dirt and insulted your gameplay despite your best efforts to keep an entire team alive? Hell no! .

Healers perform a vital, necessary role in competitive gaming. Their presence enhances the games they appear in, drawing in different types of players to aid and assist their teammates in performing their own roles. Without healers, competitive gaming would be a chaotic mess of unbalanced gameplay in which even accidental grazing by a single damage could mean a trip back to the spawn point. Support characters encourage teamwork and communication, allow developers more freedom to create powerful damage abilities via balancing them with healing in mind, and give tanks and damage dealers the opportunity to take all the glory for themselves by healing their ungrateful behinds.

Respect healers and the integral role they play, lest they grow tired of enduring the toxicity of frustrated and suicidal teammates. Each time a healer is subject to abuse, there is a chance they may decide they have had enough with the role in its entirety, narrowing the pool of overall healers available - creating a bottleneck of damage dealers. This is unhealthy for any game attempting to maintain balance or brief matchmaking queues. Worse, such toxicity is unhealthy for the players themselves, causing stress, anger, and unhappiness—emotions which ruin the overall experience of a game for everyone. 

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