DonArkanio.6419 Posted July 17, 2019 Share Posted July 17, 2019 Hey there, I really like that Staff and Salvation got updated, but I can't help but feel that the whole Healing Orb mechanic is kinda clunky. It looks like soap bubbles and is very cluttery for no real reason. In thi thread I want to suggest my ideas as to how Healing Orbs could be turned into a more reliable mechanic. There will be 2 version; - first one is going to focus on blasting heals directly from your target (under the same circumstances on which the Healing Orbs were spawned) - second is more _charge_ oriented. So, instead of spawning Healing Orbs, you gather charges that enhance your healing abilities or cause your abilities to heal. # Version 1 ## Salvation and Healing Orbs >Mechanic (Staff, Salvation): Healer's Gift (Trait): No longer creates Healing Orb at the end of your dodge roll. Instead, dodge rolls cause your next attack to blast mini-heal from your target - Number of (ally) Targets: 5 - Heal: 215, just like Healing Orbs Staff #3 AA; Rejuvenating Assault - No longer creates Healing Orbs. Instead, causes **this** attack to heal allies around your target. Generous Abundance (Trait): - No longer causes your _Legend_ skills to spawn Healing Orbs. Instead, Words of Censure (Trait): - No longer creates Healing Orbs. Instead, blasts mini-heals from your target. # Version 2 >New Mechanic: Stonewood's Strength (stacking charges), so you basically overcharge your healing abilities Stonewood's Strength: Charges that enhance your next healing ability (Weapon skills, Utilities) by %. Once used, charges are _Consumed_. Staff #3 AA; Rejuvenating Assault - No longer creates Healing Orbs. Instead, gives you 1 charge of Stonewood's Strength. Healer's Gift (Trait): No longer creates Healing Orb at the end of your dodge roll. Instead, dodge rolls give you 1 charge of _Stonewood's Strength_. Generous Abundance (Trait): - No longer causes your _Legend_ skills to spawn Healing Orbs. Words of Censure (Trait): - No longer creates Healing Orbs. Instead,, _Surge of the Mists_ leaves a healing area behind you (works with Stonewood's Strength). So, here they are. Tell me what you think. I know these aren't ideal but they eem what I would personally enjoy and still find interesting. I know that the Healing orb mechanic became a somewhat important part of Ventari's Kit but I still believe it can be made in a way that doesn't leave the whole visual noise on the battlefield. Link to comment Share on other sites More sharing options...
Knighthonor.4061 Posted July 17, 2019 Share Posted July 17, 2019 I dont want healing boost from Melee weapon like that especially on Staff. Unless Staff became a serious healing melee weapon and the self sustain was good enough to justify the energy cost of Staff and Melee range danger. I rather Healing Orbs drift towards allies but still pop AoE heals. Would be nice to be a bit more visual in how they look. But honestly I feel that Orb trait should be baseline. Staff and Ventari orbs should be a baseline thing and modified from there. I get great healing in zergs in WvW from it. Link to comment Share on other sites More sharing options...
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