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  1. #30
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,953
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    I agree with Snow's point about tank healing being too passive, but I do think there are other approaches. A really easy way of doing this is having a healing effect scale on the amount of damage taken recently, or based off of how low your HP is (i.e. a Minus Strike type effect). This way, you have negligible healing under normal circumstances, unless you've specifically timed the move against a big damage strike. And I think that timing should always be central to tank defensives, and giving tanks lots of reactive healing solutions to compensate for a lack of anticipation doesn't really fit the role.
    This should've already been a thing tbh.
    They emphasized correct "timing" with these new abilities, making the enhanced mitigation only last for 4 seconds. Why they didn't apply the same to the idea to the secondary effects is anyone's guess.
    And I don't mean just make the healing last only 4 seconds, but having to time it for incoming damage to gain the benefit instead of it just being completely free.
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    Last edited by Absurdity; 05-08-2024 at 08:58 AM.