Why not implement warrior heal change???
Perhaps the warrior’s sustainability problems go down to a more fundamental design level, and requires more than a simple recharge reduction on heal.
The healing options for warriors don’t fit the class’s playstyle. On one hand, warriors are encouraged to dive deep into an enemy team and fight it out. On the other hand, warriors are equipped with wet toilet paper for defensive/sustainability options to achieve such a feat. Ideally, the best kinds of heals would be ones that encourage aggressive gameplay. Percentage-based heals that scale off of the environment (more surrounding nearby opponents boosts the heal, lesser opponents means less heal) would fit nicely with the warrior class.
The problem won’t be solved by a 5 second recharge reduction on heal skills. I think ArenaNet realized this and pulled that out in order to work on the problem more thoroughly. Condition removal on adrenaline usage was a good start to this theme. Apply this philosophy of aggression = survivability on other areas of the warrior and we’re good to go.
(edited by zone.1073)
Perhaps the warrior’s sustainability problems go down to a more fundamental design level, and requires more than a simple recharge reduction on heal.
The healing options for warriors don’t fit the class’s playstyle. On one hand, warriors are encouraged to dive deep into an enemy team and fight it out. On the other hand, warriors are equipped with wet toilet paper for defensive/sustainability options to achieve such a feat. Ideally, the best kinds of heals would be ones that encourage aggressive gameplay. Percentage-based heals that scale off of the environment (more surrounding nearby opponents boosts the heal, lesser opponents means less heal) would fit nicely with the warrior class.
The problem won’t be solved by a 5 second recharge reduction on heal skills. I think ArenaNet realized this and pulled that out in order to work on the problem more thoroughly. Condition removal on adrenaline usage was a good start to this theme. Apply this philosophy of aggression = survivability on other areas of the warrior and we’re good to go.
That’s a good point and I agree, but the cd reduction would have helped a great deal and it’s best to put in something so the class is not underpowered while a better solution is worked out than to simply ignore the problem entirely until they have a great design breakthrough.
They need to do more then just -5 seconds on all the heals, that was just a lazy thing and it should of never been done.
https://twitter.com/TalathionEQ2
Reducing the heal cooldown on warrior heals is THAT little thing they were talking about on the last SOTG… the thing that would make warriors the scariest thing in the game… You know…
They need to do more then just -5 seconds on all the heals, that was just a lazy thing and it should of never been done.
So, then do nothing? Good fix.
In a way I’m glad they didn’t implement this, we need to find a better way to keep the GW2 warrior on his feet.
I am not in favour of warriors having low CD heals. We should be able to take a lot of damage through judicial use of skills that mitigate damage situationally or re-actively and only having to cast a heal in absolute dire situations.
When I play a high damage melee DPS class, I don’t want to be stopping every 15 seconds to cast a self heal. We’re the class that benefits least from wholly maintaining our own HP though self heals particularly when privileges such as being able to move while casting etc. are taken into consideration.
They need to do more then just -5 seconds on all the heals, that was just a lazy thing and it should of never been done.
So, then do nothing? Good fix.
I’d rather we suffer and they fix everything at once, it makes for a better revenge.
https://twitter.com/TalathionEQ2
I don’t think it would of made much difference besides healing a bit quick. I think the heals should be reworked. The benefits are okay, but it could use a bit more tweaking to make it compatible to survive especially in Spvp.
Warriors should be about parry – a hard hits after block (like mace 2, spear 4). Sword 5 was a good change, but damage on it is pathetic. Right now warrior weapons are all about damage, nothing else, and when its comes to damage..any skill that hits a bit stronger than regular hit (evi, earth, killshot, and the new – “reworked” fianl thrust) has obvious, slow animation yelling “dodge me”.
We don’t need protection boon, but we need at least 2 blocks on low cd to all weapons, and tweaked a bit healing abilities.
Also burst skills are trash.
Warriors should be about parry – a hard hits after block (like mace 2, spear 4). Sword 5 was a good change, but damage on it is pathetic. Right now warrior weapons are all about damage, nothing else, and when its comes to damage..any skill that hits a bit stronger than regular hit (evi, earth, killshot, and the new – “reworked” fianl thrust) has obvious, slow animation yelling “dodge me”.
We don’t need protection boon, but we need at least 2 blocks on low cd to all weapons, and tweaked a bit healing abilities.
Also burst skills are trash.
We need double the healing and damage reduction then, we need a way to reduce damage we take.
https://twitter.com/TalathionEQ2