Interrupted Heals - Guardian disparity
Should double it.
For all of those skills it’s the difference between a “cast” and a “channel”. The effects of the skills you mentioned are already happening the moment you hit the key and thus they are put under full cooldown once the effect has been interrupted and resolved. This is as opposed to getting absolutely nothing out of any of the casted healing skills if they were interrupted during casting.
Shelter’s blocking doesn’t seem to start right away however, many skills can interrupt through block, and the heal is at the end of the skill meaning you get no heal at all and a 30s cooldown.
At least with Breeze and Ether Renewal you’d get a few ticks of healing.
You mean to tell me that you’d be okay with:
- Shelter, a skill that can block everything (except the unblockable) for 2 seconds, to be on a 4s CD?
- Ether Renewal, a skill that can clear 8 conditions in 3.5 seconds, to be on a 4s CD?
- Healing Breeze, a skill that scales 1:1 with Healing Power, and has a base heal of 6,525 (to self) and 1,725 (to allies) over 2s, to be on a 4s CD?
Your thinking is too shallow. These skills go on full CD for a reason if interrupted.
Suppose they had 4s CD on interrupt. Any half decent player would realize that it’s better to cancel-cast these spells right before the channeling ends and repeat this in 4s when the spell is available again.
Somebody please close this thread.
No, I’m thinking that the current mechanics punish too hardly when the skill is interrupted.
It’s built around being able to block for 2s, that’s why it has the lowest base healing for its cooldown. But when interrupted by unblockable abilities there’s no blocking and no healing and a 30s cooldown.
There is a way to work the mechanics for this to be less harsh, like removing the channel from Healing Breeze and making it a single full heal at the end.
The thread will not be closed because you ask for it to be. Your ego on these forums has gone crazy ever since eG let you join them – you do realise it’s only because all the other Guardians in the game quit.
No, I’m thinking that the current mechanics punish too hardly when the skill is interrupted.
It’s built around being able to block for 2s, that’s why it has the lowest base healing for its cooldown. But when interrupted by unblockable abilities there’s no blocking and no healing and a 30s cooldown.
There is a way to work the mechanics for this to be less harsh, like removing the channel from Healing Breeze and making it a single full heal at the end.
The thread will not be closed because you ask for it to be. Your ego on these forums has gone crazy ever since eG let you join them – you do realise it’s only because all the other Guardians in the game quit.
Cool your dacks, this is one of the things I feel are well designed in this game. If you get fear marked or GS Pulled then yes you’re going to have your skill on recharge this is because you’d be able to spam block/heals otherwise and that would be imbalanced.
This is completely ok too, if you’re going to use the most powerful heal skill in the game then you’d better use it when it can’t be countered. If you think it is about to be countered then stability will stop the mark/pull from working, you really are only at a disadvantage if you’re not paying attention.
Any of the changes you suggest will be a nerf in the long run because that’s the only way too implement it without making it overpowered.
Shelter’s blocking doesn’t seem to start right away however, many skills can interrupt through block, and the heal is at the end of the skill meaning you get no heal at all and a 30s cooldown.
At least with Breeze and Ether Renewal you’d get a few ticks of healing.
This is true, Basilisk venom with a flanking strike (ignores block) stops that in it’s tracks.
Shelter is the most susceptible heal to unblockable interrupts.
Having it go on full cooldown denying you the 2seconds block and the heal, it means you will probably not survive the next 30seconds, which is huge.
Some say use stability when you are going to heal,but if you have to use stability you may as well use the signet of resolve that heals for double the amount and if it gets interrupted you only get 3-4seconds of cd, not to mention the passive condition removal.
Shelter is the most susceptible heal to unblockable interrupts.
Having it go on full cooldown denying you the 2seconds block and the heal, it means you will probably not survive the next 30seconds, which is huge.Some say use stability when you are going to heal,but if you have to use stability you may as well use the signet of resolve that heals for double the amount and if it gets interrupted you only get 3-4seconds of cd, not to mention the passive condition removal.
I don’t think you realise just how strong Shelter is…
Shelter is the most susceptible heal to unblockable interrupts.
Having it go on full cooldown denying you the 2seconds block and the heal, it means you will probably not survive the next 30seconds, which is huge.Some say use stability when you are going to heal,but if you have to use stability you may as well use the signet of resolve that heals for double the amount and if it gets interrupted you only get 3-4seconds of cd, not to mention the passive condition removal.
So… because there are 3 skills in the game that can interrupt it and you don’t know to look out for these animations, the entire spell should be changed so the game is easier for bads? Sounds legit.
100b should be put on a 0.5s cooldown if interrupted: the thread
Shelter is over the top. 2 secs of blocks can avoid about 20k dmg. If you have fear a necro will fear you with his unblockable mark (what a word play…amazing) then just put stability up. (shelter 32cd, stand your ground 24cd) Mabye a wasted stun-break but when you allone against 3 ppl it won’t really matter. And in teamfights you won’t get focused anyway.
Lol when I opened this thread I thought it was going to complain about not being able to interrupt the shelter except with unblockables… Boy was I wrong lol.
Threads like these are the pinnacle of the current balancing fiasco.
So you’re saying you want 100% of guardians to use shelter as their heal, instead of the current 99.99999999%?
To OP:
The disproportionate CD times on interrupt of heals are not currently a problem to game balance. In fact, looking at only the interrupt CD’s you seem to be implying that you are of the opinion that Ele’s and Guardians need to be buffed.
Think about if that implication makes sense for a moment.
If you wish to continue the discussion of this issue, then post again. If not, then accept that the price of having what is generally considered the best heal skill in the game (or at the very least one of the best) is that in the event that you need to use it at a time when an unblockable interrupt of an opponent is not on CD, and you are in range, then they may have the skill to interrupt your heal and actually kill you.
FYI, play Necro for a bit where your best heal is a 1.25s cast and you have no access to aegis or blocking. You will get better at trying to avoid rupts, or die constantly.
I’d put Troll Unugent, Healing Spring and Signet of restoration ahead of Shelter due to their effectiveness and shorter cds.
shelter should be taken out of the game
But now they’re hating cause a brotha finally got some buzz
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