Healing Skills
Not all healing abilities are equal.
Healing Turret, for example, can be destroyed very quickly (often before you can combo it) if you drop it in a bad spot, and you need to stay in range to maximise benefit.
Healing turret is simply hard to use.
Activate it too early and you won’ t get any combo field.
Activate it too late and the turret will start his passive regen animation before providing the actual combo field.
Healing Turret’s full heal is much longer than just the cast time.
This is a stupid comparison. Signet of Malice and Healing Signet have a passiv effect, the others dont, Heal as one recharges 10s faster than Healing Spring and so on.
The cast time is something that is there to allow players to interrupt the skill, tell me why i can’t interrupt a strong effect because the cast time is that short, and other effects that are weak, that will give to you a sort of malus because you lose the passive effect of skills are enouth long to intterrupt them easly.
I played engi a lot in pvp and i’ve never got the problem that you have to use the overcharge of the turret because of the 480 radiu that is the biggest area of the game i can cast it where i want.
Explain to me the fantastic balance work under the cast time of this healing skills:
Healing Signet 1.25s
Heling Turret 0.5s
Heals as one 1.25s
Heling Spring 0.5s
Signet of Malice 1.25sLet me understand, stronger is the skill effect, maybe aoe, than shorter should be the recharge?
If it was for me Heling Turret, and Healing Spring would have 1.5s of cast time.
Well, if you activate healing signet you are ASKING to die.XD
because he doesn’t know it himself
0.5 still gives u a small opening tho, if anything u can predict it and blindly interrupt it.
Some other skills, like Withdraw, have NO cast time. Dunno how it dosent get mentioned in a post like this tho.
The cast time is something that is there to allow players to interrupt the skill, tell me why i can’t interrupt a strong effect because the cast time is that short, and other effects that are weak, that will give to you a sort of malus because you lose the passive effect of skills are enouth long to intterrupt them easly.
I played engi a lot in pvp and i’ve never got the problem that you have to use the overcharge of the turret because of the 480 radiu that is the biggest area of the game i can cast it where i want.
Eh? You can’t interrupt the passive effect of healing signet at all.
1 only because they didn’t write the cast time of a skill it doesn’t mean that it is istant, a lot of this skills has at least 0.25s of cast time.
2 human reflex are about 0.30s for something that you are looking for (animation in this game aren’t that unique and there isn’t cast time).
3 Latency of the game it is about 0.10 s.
If you add all of this you see that you take at least 0.65s. This means: Skill with 0.5s of cast time are not interruptable on reflex.
Eh? You can’t interrupt the passive effect of healing signet at all.
This mean that they should not have an active effect? And anyway i think that two healing skills have too short cast time compared to all other healing skills. Anyway i think that all of you play engi or ranger and you just don’t want a nerf to an unbalanced skill.