The Druid experience…
-Must do damage to generate AF.
-Damage draws aggo and red circles from adds, mobs and bosses.
-Adds, mobs and bosses have different ranged, aoe, area… attacks or they chase you around.
-Everbody, including myself, needs to constantly dodge and “bob and weave” to stay alive because that’s how gw2 was designed.
-Among the dodging, red circle, graphics blur from powers… madness, I notice those barely noticeable health bars going down and proceed to enter CA form to save my team…
-Players then fall one by one because everyone body is running outside of my little heal circles and I can’t catch them because I’m all over the place too getting chewed up by mobs and red ground damage. Alternatively, I can jump in the fray and get chewed up there while some of these animations are taking forever…
Conclusions…
GW2 lacks all the proper design and support mechanics for team healing.
This Druid design is only efficient and helpful when the team is standing still, stacked up tightly and you do not have any aggro on you.
The design of this healer spec has limited viability and effectiveness in any “harder” content.
I’m sure Druids will look like healing gods in Orr while teams are beating up lone champs for their bags, but the nature of “chaotic” combat and necessity to move, random aggo generation, lack of highly visible health bars, needing to aim a reticle while needing to keep myself from wiping… all make for a very unpleasant experience.
I have 15 seconds to make the difference to avoid party wipes, but I’m spending half of those measly 15 seconds dodging, getting knocked and missing heals because everybody needs to move. Most of the cast and effect times take way too long considering I’m forced to work within a timer in the first place.
Playing a serious healer will be infinitely worse in wvw. In spvp, opponents will quickly learn to focus fire Druids. GG healers…
Fixes…
“Real” taunt powers/traits/skills should be given to the heavy armor professions or put into all profession trait lines designed to make for a studier frontline fighter.
Increase radius of all ranged heal skills to 360. That means staff 2 and 3, and CA form 1 and 2.
Staff 5 should be a 360 radius DOME instead of a wall.
Preferred fix- Make CA form a “stance” that is maintained until downed (risk vs reward thing) and adjust timers appropriately.
If you refuse to make CA form a “stance”, then it needs to last 30 seconds at the very least. It also needs innate stability and damage reduction.
Cast times and animation speeds of CA form skills need to be sped up.
Add burning conditions to Druid staff attacks.
Add cold damage and slows to all CA form ranged heals.
Thanks
Also, Please fix up the sword. Allow for axe 5 to be mobile. Give dagger some love. Make short bow bleed from the front as well.
Thanks again
Edit- change vine surge to a 360 aoe so that Staff can be useful for wall combat in wvw.
Edit 2- For a(the) dev(s) reading this… I hate to make comparisons, but I use to play a highly mobile game called city of heroes for years, and their “professions”, power design, power customization, combat mechanics, condition/counter condition systems, stealth/counter stealth mechanics, roles and role diversity among “professions”, a ton of other stuff… were, and still are, far superior to what we have in this game. Those devs really dug deep to create a fun, fast paced, user friendly, sensible and “easy to play-difficult to master” experience all around. There are a lot of things you could learn from that game, a whole lot.
Edit 3- With all due respect to Irenio and the maker of the video, I have to say that this perfectly highlights the Druid healing mess in any zerg or pressure gameplay. A healer role (or any role) should be fun, user friendly to control and really fit into the combat design, but this is not it…
https://m.youtube.com/watch?v=ZyWtN_9qj7Y
If the above video is what you are aiming for (pun intended), then you will have to make changes and this just reinforces my general/basic ideas of what should be done in addition to the above…
-staff changes as above.
-again, CA form 30 seconds or maintained until downed with skills and timers adjusted appropriately.
-movement friendly animation speed for seeds.
-reduce the self healing (from these powers only, not our regular heal) by 25% and up the healing to others by 25%.
-again, X% damage reduction and built in stability while in CA form.
-CA 1- keep this one a reticle aim heal, but increase radius to 360. This will be our 5 target ranged heal. Add in low damage dot chill damage and slow effect that affects 3 targets.
-CA 2- no aiming reticle. 360 radius pbaoe heal and condition removal seed that lingers for 10 seconds. This way the seed becomes like a timed Ventari tablet players can utilize for a bit of healing and condition removal.
CA 3- no aiming reticle. 360 pbaoe heal and daze. Add a 5 target low damage dot chill so if players break stun they a slowed for a couple seconds. Becomes a good set up for CA 5 if you keep it an immobile skill.
CA 4- 360 radius.
CA 5- I’d prefer it if this skill was mobile, but I’d be satisfied if you implemented a chill/slow to CA 3 if someone breaks stun or you can’t stun the “boss”.
By implementing these changes to staff and CA, it will be infinitely more fun to play and be a better support role. It will give the Druid improved backline support with staff and make CA a more suitable frontline support. This style also fits in thematically to the duality design and work better with the nifty glyphs you created.
So, Druid style gameplay becomes… Back support until needed up front. Ancestral grace to jump into the action when needed. Pop CA form and bunker up the frontline where there is more risk/reward gameplay… These changes purposefully encourage being in the mix more, provides better power design that matches combat designs, and will function more effectively in the chaos so the role of team support will be far more enjoyable to control and play for the end user.
Now onto an easy to follow video the gives a basic example of what I’m talking about with a ranged and frontline design. After watching this video you can then understand how the staff and CA form would function together, and how it gives the user much smoother and sensible control.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)