Healer talents are something I've been working on planning out this week so I wanted to give you all a little idea what to look forward to.
As we've mentioned in the past, healers will be different in cosmetics only when minted. A healer without any items equipped will have the same stats as any other healer of that class and can be traded at any time with other accounts. Their XP, talents, stats history and items (unless account-bound items) will also be able to be traded off to other players although with certain restrictions for usage in games based on recent trades to prevent abuse.
I created a quick AI prompt of what a healer talent tree might look like to give you an idea:

Now as a quick note, the icon's above are not all going to mean anything in our game, it's just the AI prompt going wild. Healers won't have offensive abilities but may give buffs that'll improve a creatures damage output and defenses.
The idea with talent trees is to attempt to make the few healer classes we have stand out a bit extra from one another aside from items from gear.
Talents will be unlocked upon healers reaching higher levels. Healers level ups are going to be a lot slower than creatures, encouraging players to have a party of 3-5 creatures around the same level as the healer rather than just focusing all your resources and time on leveling up one creature to get to max as soon as possible.
If a creature levels up much past your healer, it will start to disobey your commands and do nothing to waste your turns.

There will be two different trees for starters for every healer class, you will be able to apply points on the different trees based on your level. To unlock the next step on that branch means you will need to level higher and apply points to the previous talent to unlock the next one. The talent tree will attempt to give you something really good by the end so you're encouraged to go all the way on the same branch rather than going halfsies.
The focus on these trees will be the decision between raw healing power and offense compared to longetivity and defense. I.e. one of the branches will give your healing abilities more healing power (your base heals having a higher heal output), higher crit chance and higher offensive buffs to your creatures while the other will tend more towards mana regeneration, bigger mana pool and increase defensive buffs for your creatures.
Talents can be unlearned but it will cost holo dust and a certain zing amount, potentially tied to a hbd value for cases where the price of zing may be volatile so the "value" is the same no matter when people get into the game or decide to unlearn their talents. A healer won't lose their points upon an unlearn, they'll just have the ability to re-apply them again in different slots based on what they want to focus on now or if they want the talents to match with their gear or amplify the gear's focus on stats.
For each class, ocean, light and forest, they'll be a bit similar to each other, i.e. raw healing power vs longetivity but still unique in terms of what they'll focus on specifically. I.e. Light healers raw healing power tree may focus a bit extra on crit chance and large heals while a forest healers raw healing power tree may focus on healing over rounds raw power.
Anyway, that's kind of all there is to it by now. Hope it gave you a bit more of an overview of it. In the next post we'll start looking into healing gear and what's waiting for you there.
Ah nice.
While reading the first part about the path along the branch of a tree, I was wondering about dual speccing and then respeccing in case you make a mistake experimenting with your playstyle. Answered both of them right afterward.
Balance will be a big factor as it is in any game where there is no distinct I WIN button or most powerful creature/skill/combination. Neat that out-levelling your healer with a creature will have negative effects to prevent this. Not sure I have seen that in a game yet.
So awesome to catch the little snippets of progress and development as the game gets developed. Another perk to be on Hive where the game will live.
Pokemon did actually have that, but not sure to what effect (monsters not listening to a trainer), it may have been based on gym badges per 10 levels rather than solely on healer and account level the way we're planning. I.e. if you're on a brand new holozing account, you should buy a lvl 1 healer + creature from the market (if you don't wanna buy a starter vial), because buying a high level healer and creature while your account has no history of battles will be bad. Both healer and creature may disobey you in that case cause you're a total noob and not worthy of their presence xD
Ah yes never played Pokémon. Makes sense.
I bought a vial the moment they were available and been stacking so I can do all of this stuff the right way.
So you are building up your account and not just leveling the characters! Neat!
but also to discourage cheaters, i.e. you need to grind your account to a higher level just like everyone else did starting from level one rather than coming late and looking to purchase max level healers and creatures to compete in high end pvp and pve. Since the grind to max level takes a while, if your caught cheating in some way or breaking our ToS, we will flag the account and items unusable in-game and in the markets so you won't be able to sell them off anymore and not play - thus you have a lot to lose if caught cheating, both all the effort to get to a high level and all the value of your nfts and creatures.
That is some cool anticheat/manipulation for sure.
The risk you run with no pay-to-win is the hardcore gamers not wanting to get in if it is not first day. That feeling of being left behind and underdog don't work well with powergamers. There should be some later stage entry that enables people not in on day 1 to catch up a little for their experience, game lifespan, and money coming back to the development team to keep innovating. You probably have this all planned out though.
It can be partial, as you may have noticed we're not too "moneyhungry" probably to a fault, like, new players can join and at some stage in the game's progress they may not need a vial at all but can purchase "second hand" healers and creatures to play the game with. There may be a small fee to prevent abuse, similar to splinterland's spellbook requirement, but point is new players may only face the level requirements so they'll be forced to buy a lvl 1 healer and creature but not necessarily through us and instead through the market from other players who bought many vials or put up creatures they captured on the market. I.e. you won't need a starter creature to start playing at some point in time but you will need 1 creature at least and a healer, if you mint them directly and pay us or buy from the market from other players is fine by us as long as you buy something. This helps bring back additional value to player's assets long-term.
Eventually they may also be leasing and trial period "spellbooks" as well.
Glad to see more and more regular updates now 😁.
I like the idea where holomons disobey commands when healers level is lower than the holomon. Similar idea I remember liking was Chriple providing some insights during the match if I remember correctly. Ideas like this will make this game stand out for sure.
Love to see some infographics soon!
Haha yeah it's based on a parrot so naturally it'll learn a few words and sentences to say out loud. :D
Does this effectively mint a new NFT when you apply talents to a healer or am I reading it wrong? I'm still having trouble wrapping my head around this. I have never played Pokemon or anything outside of Hearthstone and Splinterlands, so I think I need to see it in practice to really understand it.
No-no, talents won't be nfts, it's just points that'll affect the healers stats and abilities. Like making your mana regeneration slightly higher or your one ability have a higher chance to critical heal (crits will be 1.5x higher than regular in holozing). Talent points will be stuck to your healer in the game and website however and to unlearn them you will have to burn holo dust and zing. When a healer gets transferred to another account it won't reset the talents.
Okay, thanks!
It's a sort of ability tree of assassin's creed or similar games, i like the difference based on healer 'color'
Creatures rebelling on healer is gonna be fun 😂 that's a good addition to the game
We are waiting for next live gaming in YouTube my friend 🧡
Wow, pretty awesome character I must say. This game is Pokemon worthy level, perhaps it could be so for blockchain community. It's a great feature that healers can be traded while keeping their progression. The talent tree concept looks really solid to me too.
Dope approach. Different flavors of the same core concepts keeps classes distinct but still well balanced. The crit vs HoT specialization for light forest healers is perfect, so it'll be same role, different playstyles.
Loving the depth added to healer progression! Talent trees will make each healer feel truly unique, and the balance between power and strategy sounds spot on, Can’t wait to see how gear will tie into all this!
I'm looking forward to the progress and information you offer. I've never played a game with so many dynamics. I hope to learn it well in practice.
Level Up!
uh oh.. disobedient monsters! 👊😜
Owww, how exciting , I love the idea, I feel like playing this one. 😃🩷
looks so cool. very peaceful inspiring. ☺️👊
This sounds really cool! I am soooo looking forward to when I get a chance to play :)
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