Also, having a build with some type of interrupt to cancel a heal will probably be wise for most builds. Looking at the professions, it looks like most get some kind of knockback, stun, daze, or something to interrupt. I've noticed that when most classes heal they seem to have the same basic animation. So that's another thing to factor in. I don't know, the main thing I'm worried about with lowering the heals/increasing the CD is in group PvP. If you start getting focused on, it's hard to get out of it and with no dedicated healer I think it would result in too much of zerging one player down before they can do anything.
Interrupting the heal is a ok strategy if you can down the target in 3 seconds… when a skill get interrupted it goes on a diferent CD (3~4 secs) instead of going into the full CD
1. Even if you Interrupt it, the CD will just be shortened, not a full CD duration, so it's just gonna happen again in 4 seconds
2. All heals (at least the classes I played) are castable while moving, so you can just run while the casting bar goes off which means you aren't vulnerable at all.
Another thing is that having the heals the way they are now, doesn't even fix the 'getting zerged' factor. How many times in 3v3 or 4v4 that we played where if you were focused by everyone did you even get off 2 heals? If you get zerged, you're just going to die unless you have your own escapes and teammates helping to peel.
One method they could do is up everyone's max hp, and in that way fights will be longer by a base static number. Then they can increase heal cooldowns by 50% or 100%.
Another method that could be used is applying a debuff on yourself for each heal use that would reduce your healing skill.
So the first heal would heal for 100% and place a stack of the debuff. The second heal would heal by 90% (or something lower like 75%) and so forth. Once out of fight (the time you start the very fast regen) it would go away.
A pro on this approach is that it would force the player to actually think if he wants to use his heal early on the fight or save it to the end of it to get the most of his heal in a clutch moment. He would have to actually take into account the amount of damage the enemy is doing and adjust.
One method they could do is up everyone's max hp, and in that way fights will be longer by a base static number. Then they can increase heal cooldowns by 50% or 100%.
I'm kinda on the fence with this approach because by raising the hp of all classes A LOT of numbers would have to be adjusted as well… Like pet's and clones HP would have to change, Burst damage would have to be revised as well since it would have a different impact in the fight.
I just don't think we've seen the full potential of professions and their builds yet. It's going to take some time to really nail down solid specs between the different weapons, utilities, traits, runes, sigils, and accessories. I really didn't expect stats themselves to do too much, but they actually seem to have a pretty big impact even with a small amount.
Proximo Admin replied
711 weeks ago