Heal Resonator Inconsistency

Heal Resonator Inconsistency

in Engineer

Posted by: Chairman Wang.5930

Chairman Wang.5930

This skill based on it’s description is currently an anomaly. Now I’m not pushing for allowing infinite AoE regen (wouldn’t mind :P) but it is currently not meshing with how other interactions treat the med kit. If “using a healing skill” means different things Anet needs to standardize it. Bandage self is counted specifically for this trait as a healing skill. No other toolbelt heal does that, making it wildly inconsistent.

We don’t need the old inconsistency of gain health vs healing :P

Edit: It also seems like Cleansing Synergy is actually ineffective with the medkit as well based on some light testing I did with poison.

(edited by Chairman Wang.5930)

Heal Resonator Inconsistency

in Engineer

Posted by: Are.1326

Are.1326

Tested this too, rune of the centaur works with med kit. So what counts as a healing skill by runes is not the same as what counts as a healing skill by traits.

This is generally a problem with abilities. They are designed around a “tag” system where skills may have multiple tags or be of multipe types, like a Healing tag or Kit tag. However there is no system in place that takes care of them, instead the developers have to manually add the functionality of this tags and add them manually to the tooltips too. This means inconsistency as diffrent developers take care of the manual koding.

What they should have done is add a String Array (or int array if they connect numbers up against tag names) in each ability, then have the skill check for each of it’s tags up against a list of equiped traits/runes/effects that would trigger on said ability, then apply the effect to the ability or trigger a related ability that (like Cleansing Synergy).

For example: Elixir H would have the tags Healing and Elixir. On activating the skill would check a list of equiped Healing effects and then a list of equiped Elixir effects. In the Healing list it will find Cleansing Synergy and thus start up the ability Cleaning Pulse. Cleansing Pulse have no tags so it would skip that step, do the ability and set the trait Cleansing Synergy on cooldown. Then we would move onto the next step in the list of Healing effects, in this case that would be Heal Resonator. Like Cleansing Pulse , Heal Resonator would check it’s tags, do the effect and go on cooldown.

When done with all effects in the Healing list, it would move onto the next tag, aka Elixir, here it would probably find HGH and thus apply the HGH bennefits to the healing skills, such as cooldown reduction, extra boon durration and the ability that gives extra stacks of Might.

It would take some dedication to put every skill into the system, but it would free up a lot of work in the future and help avoiding many bugs or inconsistancies. It could also automaticly do some of the tooltips work for them.

Heal Resonator Inconsistency

in Engineer

Posted by: Chairman Wang.5930

Chairman Wang.5930

Tested this too, rune of the centaur works with med kit. So what counts as a healing skill by runes is not the same as what counts as a healing skill by traits.

This is generally a problem with abilities. They are designed around a “tag” system where skills may have multiple tags or be of multipe types, like a Healing tag or Kit tag. However there is no system in place that takes care of them, instead the developers have to manually add the functionality of this tags and add them manually to the tooltips too. This means inconsistency as diffrent developers take care of the manual koding.

What they should have done is add a String Array (or int array if they connect numbers up against tag names) in each ability, then have the skill check for each of it’s tags up against a list of equiped traits/runes/effects that would trigger on said ability, then apply the effect to the ability or trigger a related ability that (like Cleansing Synergy).

For example: Elixir H would have the tags Healing and Elixir. On activating the skill would check a list of equiped Healing effects and then a list of equiped Elixir effects. In the Healing list it will find Cleansing Synergy and thus start up the ability Cleaning Pulse. Cleansing Pulse have no tags so it would skip that step, do the ability and set the trait Cleansing Synergy on cooldown. Then we would move onto the next step in the list of Healing effects, in this case that would be Heal Resonator. Like Cleansing Pulse , Heal Resonator would check it’s tags, do the effect and go on cooldown.

When done with all effects in the Healing list, it would move onto the next tag, aka Elixir, here it would probably find HGH and thus apply the HGH bennefits to the healing skills, such as cooldown reduction, extra boon durration and the ability that gives extra stacks of Might.

It would take some dedication to put every skill into the system, but it would free up a lot of work in the future and help avoiding many bugs or inconsistancies. It could also automaticly do some of the tooltips work for them.

I think this issue is specific to the nature of the medkit. Both passives ignore the medkit skill itself and while heal resonator allows for the toolbelt skill to be used, cleansing synergy does not. Currently I don’t think there are any other mechanics that treat the medkit separately so it seems the balance team just botched it up. That or Anet is planning to transition the “on heal” trigger to the toolbelt instead of the medkit. Would would be sad for me