221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
When are we going to get this great healer as advertised in the twitchcon video? So far the elementalist does this “healing job” far far far better and smoother and more consistently… Plus this profession sits at the top of the meta food chain too! Pretty cool if ya ask me.
Maybe time to wipe away the “burst heal concept” and go for a more dependable mass healer form. Heck, just make CA a perm form and completely seperate specialization from the Druid… Make Druid a much much better hybrid healer/dpser! Ohhh, maybe Druid be the hybrid heal/burn condition/control build? All those would be great! Seeing THOSE happening would be more in line with the absolutely awesome and unique and different and amazing Anet we know and love! It IS within you all! I believe!!!
Maybe check a game like city of heroes and see how vastly improved professions and powers and combat and individual roles and team roles and you name it… can actually be…
http://paragonwiki.com/wiki/Archetypes
Again, this healer would be much appreciated and accepted by the community… Some of us would hate to see this profession’s meta build being regulated to the “super self healing bunker” with a couple of okish pet choices forced on us for the next 10 years…
https://m.youtube.com/watch?v=K2ZHhJQn0B8
You two look very beautiful and dashing in the video!
Cheers!
This is an amazing thread by the way, there is undoubtedly a plethora of super ideas from this author…
https://forum-en.gw2archive.eu/forum/professions/ranger/Healing-design-real-talk-updated/first
(edited by Swagger.1459)
Mechanics aside, the druid is a powerful healer, like the tempest, in its own ways. The healing makes us a top-of-the-foodchain hybrid bruiser in leagues, and the top healer spot in spirit vale in competent groups. Every other 9 players brings something of their own to keep them topped like their own heal and the know how/dont stand in red. Our buffs to raid damage surpasses tempests personal dps. With raw healing and stats in mind, i dont see us needing or getting any tweaks to that.
Mechanics aside, the druid is a powerful healer, like the tempest, in its own ways. The healing makes us a top-of-the-foodchain hybrid bruiser in leagues, and the top healer spot in spirit vale in competent groups. Every other 9 players brings something of their own to keep them topped like their own heal and the know how/dont stand in red. Our buffs to raid damage surpasses tempests personal dps. With raw healing and stats in mind, i dont see us needing or getting any tweaks to that.
That’s awesome! Where is the super awesome great zerg healer?
And ele can do lots of things too that ranger can’t, also it wipes the floor with ranger/Druid on many meta levels… Been that way for a long time…
And no, before you say or ask again, I don’t consider stationary stacking at bosses spamming stuff as a good measure sorry. This is a highly movement oriented game, zergs move and teams move around in wvw… I want that Druid that was sold to us, but ele does that better too… Or how much of a better bunker (among the better than Rangers bunkers there are) ranger is with CA self heals either…
Also, ele functions far better when focus fired on and under pressure… Standing back and free casting from safety is not a “real” test of profession strength. Plus healing is not gated on ele.
(edited by Swagger.1459)
This thread again… I swear it is bi monthly…
Yes ele does have the capacity to be a decent support healer as does ventair, mesmer, and druid. The fact that they bring other tools for certain scenarios does not invalidate druid or for that matter ranger. We are not doomed, or useless, as you state in previous posts. Yes the class does have flaws as does every other class and elite.
In regard to the pvp comment above I don’t know what mmr bracket you live in, but the majority of people I see playing druid successfully are in the fray, not safe casting from afar. I see a lot of people including my self that having no problem making an impact or carrying a game as druid.
Please stop making the same thread over and over again we get it you have an opinion; not every else shares it and you refuse to accept that.
I, however, agree that CA mechanic needs a change.
We are good healers.
… At times when we can be. But the access to it is so ridiculously gated that it’s not funny. A druid is fine when he can afford to spray you for 120 heal per second for 10 seconds to be able to press CAF on cooldown.
But there are plenty of times when he can’t.
And that’s a wrong design. Healer is supposed to save people. Not promote people into taking damage like it currently works.
I just wish CA 1 on-land came with a tiny bit of damage on it like the underwater version so I can proc sigil effects.
Skill recharge on CA would go a hell of a long way to making it less ridiculous and super easy to balance. It’s no different than the skill recharges on our other mechanic, pet F2s.
I don’t know how hard this can be for ANet…
PvP/WvW/open world → astral force regen works only when the target is really healed, not at full hp
dungeons/raids/fractals → astral force regen additionaly works when the healed target is at full hp
When are we going to get this great healer as advertised in the twitchcon video?
We kinda had it for a minute, but then . . . PvP.
(edited by Ardenwolfe.8590)
I don’t know how hard this can be for ANet…
PvP/WvW/open world -> astral force regen works only when the target is really healed, not at full hp
dungeons/raids/fractals -> astral force regen additionaly works when the healed target is at full hp
I would like this as well. I need to be able to heal when I need to, not after I charge a useless mechanic that gates me from what I need to be when I need to be.
If Anet cannot implement a different iteration of the AF/CA system, then the current iteration must be split from PvP/WvW and PvE, and allow PvE version to charge when allies are at full hp. This would of course be overpowered in PvP so it can remain as it currently is.
Many balance issues can be so easily fixed if you Anet just split the balances. Stop being stingy with your shared balancing for all game modes, it’s not working. Because until then this balancing will never end and require more effort into it only to keep breaking another aspect in the game, like create a new FotM OP profession and a useless one. When will you realize this?
As for the CA form, I just want #1 and #2 to be more realistically useful than they are. It’s wrong to expect someone I want to heal continuously with #1 to sit still. Everyone in the raid is moving. They have to.
CA form #1 needs to be able to hit moving allies. Make it as a ground aoe channel like Ele’s meteor with or something like a Guard’s symbol that you lay on the ground and allies can stay in it if they want to and allow it to be spammable just like now with less healing per sec but matches the current healing amount with the whole duration. Make it last 3sec or something… thought this doesn’t completely address the issue since allies are still moving around, but it sounds better than what we currently have with which we can’t hit kitten.
CA form #2 needs to heal more when allies don’t have conditions. In it’s current state, the delayed activation and less healing makes #2 underused since we don’t need it for condition removal in Raid.
Yeah, time to get on the Druid/CA healer ball. This game and professions are stale, players want good roles to play ok?
I know I certainly don’t want to play a gated and timed and clunky support role, where I have to use aiming reticles to chase down my team and hope they stand still long enough to be supported… And I certainly don’t want to play a Druid that is nothing but an AF generator so I can be allowed to do “herding cats” healing for 15 seconds, then rinse and repeat…
“Recognition of Your Support
Participation for events is getting an update! Supporting your allies will contribute toward event participation in most events across Guild Wars 2. You must still actively attack a target to receive rewards from them, but as long as you land a few attacks you’ll also get additional contribution from applying boons, removing conditions, reviving allies, and healing allies. These will all generate bonus contribution on top of your attacks, so players who mostly heal/support can earn the same credit as players who do large amounts of DPS."
What are you talking about? I reached Legendary rank in sPvP weeks ago with Druid running celestial amulet. Come on! Ranger, in the form of Druid, is a very powerful hybrid healer right now. We deal decent Condi damage, have powerful direct damage, the best healing of any class in the game, and tons of AoE daze, which is a fantastic hard CC. Adding to all this we can self might stack to 25 stacks of might.
Tempest is similarly strong, but will in NO WAY decap or stomp a decent Druid 1v1. Not going to happen. The opposite is also true. Ranger is in the best competitive state it has been since launch. We have no high damage builds at the moment (either condition or direct damage, like some other classes do). That’s my only complaint, but I am fine with finally having a role to play in PvP.
When are we going to get this great healer as advertised in the twitchcon video? So far the elementalist does this “healing job” far far far better and smoother and more consistently… Plus this profession sits at the top of the meta food chain too! Pretty cool if ya ask me.
Maybe time to wipe away the “burst heal concept” and go for a more dependable mass healer form. Heck, just make CA a perm form and completely seperate specialization from the Druid… Make Druid a much much better hybrid healer/dpser! Ohhh, maybe Druid be the hybrid heal/burn condition/control build? All those would be great! Seeing THOSE happening would be more in line with the absolutely awesome and unique and different and amazing Anet we know and love! It IS within you all! I believe!!!
Maybe check a game like city of heroes and see how vastly improved professions and powers and combat and individual roles and team roles and you name it… can actually be…
http://paragonwiki.com/wiki/Archetypes
Again, this healer would be much appreciated and accepted by the community… Some of us would hate to see this profession’s meta build being regulated to the “super self healing bunker” with a couple of okish pet choices forced on us for the next 10 years…
https://m.youtube.com/watch?v=K2ZHhJQn0B8
You two look very beautiful and dashing in the video!
Cheers!
This is an amazing thread by the way, there is undoubtedly a plethora of super ideas from this author…
https://forum-en.gw2archive.eu/forum/professions/ranger/Healing-design-real-talk-updated/first
zerker superior rune of the Monk on weapon superior rune of Transference
long story short yes a tempest can do “more” healing then druid BUT the druids base healing can be INSANELY much higher thanks to the fact that in CaF you have acces to Glyph of Empowerment that gives 25% more healing that combined with monk and transference pretty much removes the point of you even useing healing gear thats to the bad scaling
so basicly a tempest can outheal a druid when he runs healing gear causing him to lose a lot of dmg while the druid can do enough healing even with full zerker gear
Its mostly a case of ppl thinking WE HAVE A DRUID IN OUR RAID WE CAN STAND IN ALL THOSE RED AOES AND TAKE ALL THAT DMG SINCE HE HAS HEALING GEAR AND CAN OUTHEAL IT
WvW / support healer – Druid just doesn’t cut it due to the fast dynamics and pace. Let us face it, some classes are broke (pointing at revenants) others have unbalanced skills (points to diamond skin elementals), and then there is the whole CC / red circle of death crap on the ground whereas we all are playing the who can do what kitten Van kitten all taught us as kids to do when on fire. Stop, Drop, and Roll…in GW2 layman terms, dodge
Sure, maybe in Raids we are fine. Sure, maybe in sPvP – although I’m not 100% I’d agree but I can be incorrect, I guess 2 out of 3 isn’t bad. WvW on the other hand Druids are not great and honestly that roles should have went to the Guardian. We don’t need multiple heave armor classes in my opinion but maybe my opinions are off topic.
Just saying I see your point Swag and whole heartedly agree. Druid and WvW just doesn’t seem to flow well at the moment due to something…
WvW / support healer – Druid just doesn’t cut it due to the fast dynamics and pace. Let us face it, some classes are broke (pointing at revenants) others have unbalanced skills (points to diamond skin elementals), and then there is the whole CC / red circle of death crap on the ground whereas we all are playing the who can do what kitten Van kitten all taught us as kids to do when on fire. Stop, Drop, and Roll…in GW2 layman terms, dodge
Sure, maybe in Raids we are fine. Sure, maybe in sPvP – although I’m not 100% I’d agree but I can be incorrect, I guess 2 out of 3 isn’t bad. WvW on the other hand Druids are not great and honestly that roles should have went to the Guardian. We don’t need multiple heave armor classes in my opinion but maybe my opinions are off topic.
Just saying I see your point Swag and whole heartedly agree. Druid and WvW just doesn’t seem to flow well at the moment due to something…
Yup. The bolded part is what I’m talking about.
This game was not designed as a stand still game, hence why we have freedom of movement and dodging.
Profession performance should never be measured by standing still and stacking numbers, such as on raid bosses or whatever pve bosses.
True and performance numbers are the actual “in the heat of combat” numbers seen in modes like wvw and spvp. Even in pve (in some cases) the CA form is still user unfriendly because you have players running around…
While the temporary and gated and reticle aiming CA healer mode can “get by” in a raid or pve it’s not the true measure. And once movement is required, that is where CA completely falls apart. Also, when healing is needed at certain moments, sometimes our CA healer is not ready. Poor design.
We can “get by” in a raid or pve with the small diameter aoe reticle aiming on a cool down design, but it’s horrendous for wvw and spvp because the freedom and nature of movement.
My personal opinion as someone who has played rvr, zone pvp, arena.. for close to 5 years… The Ranger, Druid and CA are a complete mess.
These “forms”/builds need to be better defined. Yeah Ranger, Druid and CA can do a bunch of stuff, but I’m just simplifying below so nobody jump down my throat.
Ranger… Make it high damage as main focus, medium and light everything else.
Druid… Medium direct damage… Medium burn (sun theme) and bleed (thorn/nature theme) conditions… High control (thorn/nature theme)… Medium heal… Back line support…
CA (perma form that can be turned on and off at will… could be remade into its own elite truthfully)… High heal (“celestial”)… Light cold/slow (it’s cold in outer space) control and condition damage… Mid range and frontline support with more resilience for being closer to or in the fray…
See how smooth Ele/Water/Tempest heals overall? See the superior reticle diameter and casting… See all the pbaoe heals it can pump out? Ele is an extremely movement oriented battlefield healer AND damage dealer and CCer… CA needs to be a superior healing model period, with less damage output to draw the distinction. This will allow CA to shine, but not step on the toes of Ele in the damage department… They will both remain different and useful.
I spent a long long long time playing rvr, zone pvp and some arena, and I have played many roles. Ranger, Druid, CA needs to change individually and as a whole, because it is a mess and completely subpar.
I know, I know, this profession is not useless, so don’t jump on me with your “maths” and stats. Just open your eyes to the bigger pictures.
(edited by Swagger.1459)
while multiple classes can fill the same roles no one would want them to do it in exactly the same way, the game would be far more boring and stale if all you did was change the title of your profession but they all played the same way. Druid is in an excellent place in pvp atm, in pve-raids they are in a good place, in general pve the new QoL changes stated will increase the druids rewards by a ton, the only place they might be lacking is WvW and this is based on zerg mechanics.
anet didn’t create zerging the players did.
CA1 and 2 shouldn’t have as long a delay between cast and effect times. Staff needs either a 25%+ increase in base damage or the addition of conditions to make it into a hybrid weapon. pets need a real damage increase and a better method of reducing all the aoe damage they take.
@Swagger
Well that’s basically what I keep mentioning in various threads.
Druid is not useless. It still is the best burst healer and the best healer. What’s the problem then?
It has the most horrible design in whole gaming industry. And I don’t really exaggerate here. For Christ’s sake – it’s way too obvious for anyone to be able to deny it.
Regardless of how much you can cheat on the mechanics by weeks of brainstorming and tests – it still stays the most horrible designed role in the game.
Right after Most Dangerous Game. And it’s just so much wonder that ranger got both of these. It’s absurd how this has been implemented.
Druid became a healer…
But in order to be a healer – he 1st has to make his team take damage (this is just absurd. ANet – if you are reading this – you deserve a slap across the board)
Then if you become a healer, you burst all players to full again … … … And then have nothing to do for 12 seconds. So you naturally leave CAF. And now everybody is at full health and you curse yourself for playing Healing Power build because if they take damage you won’t have enough Astral Power to heal them back again.
Which means you are most efficient if you play full berserker and you learn how to keep your team damaged.
That is not a role.
That is ANet’s stupid idea of a joke.
@Swagger
Well that’s basically what I keep mentioning in various threads.
Druid is not useless. It still is the best burst healer and the best healer. What’s the problem then?
It has the most horrible design in whole gaming industry. And I don’t really exaggerate here. For Christ’s sake – it’s way too obvious for anyone to be able to deny it.
Regardless of how much you can cheat on the mechanics by weeks of brainstorming and tests – it still stays the most horrible designed role in the game.
Right after Most Dangerous Game. And it’s just so much wonder that ranger got both of these. It’s absurd how this has been implemented.Druid became a healer…
But in order to be a healer – he 1st has to make his team take damage (this is just absurd. ANet – if you are reading this – you deserve a slap across the board)
Then if you become a healer, you burst all players to full again … … … And then have nothing to do for 12 seconds. So you naturally leave CAF. And now everybody is at full health and you curse yourself for playing Healing Power build because if they take damage you won’t have enough Astral Power to heal them back again.Which means you are most efficient if you play full berserker and you learn how to keep your team damaged.
That is not a role.
That is ANet’s stupid idea of a joke.
I don’t have all the answers obviously, but I agree wholeheartedly with you that “it has the most horrible design in the whole gaming industry”.
Also, we all figured since anet wanted to make “roles” a thing, we wouldn’t get this mess within a mess…
anet didn’t create zerging the players did.
I don’t want to argue or debate semantics but this is not a correct statement. Arena net most certainly created it. It isn’t unique to GW2, sure but that play style has been around for a while now with similar games going as far back to early MMO’s with an open world PvP format. Just look at DaOC. Sure, we ran in groups of 8 those who liked that formant, skill, challenge, and had the ego’s but that didn’t stop solo players, small guilds, or pugs tagging along. Before you know it that 8 turned into 16, etc. I mean how do you think people took relics? 300 players in the same area = a zerg
WvW was based on DaOC RvR – they’ve even hinted at it. Look at the retail/launch ORBs as one example. It is just sadly no where near the same level DaOC was with regards to player portals for various stats by class, player, guild, or alliance. But that is another story. My point is the designers have the game set up such that Zerging equals a win more than any other game. Don’t believe it, look at the reward system and return on play time when solo, duo, group, or zerg.
Rewards are not there for players who defend, support, or play in small groups. Just not there. DaOC for example had points per player, distributed by players attacking, area, and also a fall off of killing the same player. So if I killed a solo player I’d get max realm points vs a zerg of 20 killing the same player. 1,000 to me solo or 50 to the 20 ganking / zerging the same person.
So yeah – zerg is faster and really the only option in the WvW meta at the moment. WvW, Edge of the Mists, etc.
Fun, eh?
anet didn’t create zerging the players did.
I don’t want to argue or debate semantics but this is not a correct statement. No, they didn’t create the format because it goes back to early MMO’s. Heck, they didn’t even create WvW format of play, they tried to copy the more popular RvR that DaOC had.
Anyway my point is that while no they didn’t create it they sure in the hell encourage it and allowed it to become the primary play style in WvW. There is no reward system or equal return on investment of time to the solo, duo, trio, or party when compared to the Zerg/Commander/Tag following. Just isn’t there and all the players know it.
If truth be told the only reason why the remaining player base of WvW is even there is because there are not any other options. So while the numbers decrease, and a few transfers here or there happen, it is a dying meta. Creating the new WvW map, while excellent is size and overall asthetics, is too large for the bottom half of the server list. Compound easier stuff on the Edge of the Mist maps, well, gets us to our current state.
The designers could have created something better to encourage and reward most play styles that would limit or reduce the Zerg. It will always be there like I said and has been for other games – nor is it unique to GW2. But the designers sure in the hell didn’t do anything to fix it the last couple of years…
Nor in HoT.
while multiple classes can fill the same roles no one would want them to do it in exactly the same way, the game would be far more boring and stale if all you did was change the title of your profession but they all played the same way. Druid is in an excellent place in pvp atm, in pve-raids they are in a good place, in general pve the new QoL changes stated will increase the druids rewards by a ton, the only place they might be lacking is WvW and this is based on zerg mechanics.
anet didn’t create zerging the players did.
CA1 and 2 shouldn’t have as long a delay between cast and effect times. Staff needs either a 25%+ increase in base damage or the addition of conditions to make it into a hybrid weapon. pets need a real damage increase and a better method of reducing all the aoe damage they take.
Umm that’s why the devs are working on “roles” and that’s what the spirit of this thread is about…
Spvp… Smart players know how to focus fire and interrupt that very noticeable CA form… Movement is also the bane to CA healing…
Yes, Ranger/Druid is a better self healing bunker than before… Yay…
Goodie, we can heal at more stationary pve bosses… Stacking and dps and healing oh my… Quite good and compelling gameplay right?
Ok, so Anet didn’t create this game or the encounters that require mass amounts of players to overcome? Okie dokie… Sorry but “zerging” has been part of the game design since day one…
Sure, things need to change, but a heck of a lot more than those suggestions…
I just wish CA 1 on-land came with a tiny bit of damage on it like the underwater version so I can proc sigil effects.
No healing whatsoever underwater – no staff.
How is this a healing spec again?
On land we are barely passable to do damage and survive.
Underwater we are like “gee, I am sorry, you are on your own”.
I just wish CA 1 on-land came with a tiny bit of damage on it like the underwater version so I can proc sigil effects.
No healing whatsoever underwater – no staff.
How is this a healing spec again?
On land we are barely passable to do damage and survive.
Underwater we are like “gee, I am sorry, you are on your own”.
This is one of the problems I have with the game in general, the elite specs in particular. The ridiculously high number of skills that don’t work underwater. Most of the elite spec stuff only works on dry land regardless of profession. This is just annoying!
biggest problem with CA is that it uses to many ground targeting skills.
especially the auto attack..
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