Ok I know I said this last time, but just one last topic. I like this games healing system. And I feel like it was in a great place prior until very recently. But it genuinely feels to me like healing has become more frustrating and less rewarding and enjoyable in the wake of Update 2.5. To clarify, this is the change I refer to:
- Potion healing buff is now removed when non-bleed damage is received.
I wont speak for other modes here, but for a Singleplayer and Online Solo player, this has really created some balance issues. This change has made it absurdly easy for groups of enemies to cancel our heals in PvE. If you have 3-4 archers all firing at you at once, what are the odds of all 4 of them missing, when we are stuck in a slow walk drinking animation!? Buckleys. Add some 2-3 fighters into that equation and its a recipe for death.
It is now one hell of a task trying to heal up while clearing a highly populated location such as New Asgaard, the Mounds of the Dead or the Accursed Citadel. With nothing else to draw enemy aggro, this change is pushing Singleplayers and Online Solo players back closer towards thrall dependency, and that is not something I want to see make a return. Enough skill and challenge was already needed to initiate a heal during combat prior to 2.5, and if we have the tenacity to pull it off, we should keep it. I would like to request that Funcom stop damage from interrupting Aloe heals.
Note: this is not a criticism of the healing system as a whole.