I’m not gonna go too long on this right now, because I want to get some game time in, but thought I should clarify a couple of points.
Agreed - and not what I’m looking for (nor do I believe it’s what Croms is looking for) - the system we want to revert to actually did still include some cancellation by damage in the opening part of the animation (I can’t tell you how many potions I’ve wasted by not quite being out of range of the strike when I tried to drink it) - once swarmed it wouldn’t (and shouldn’t) be enough to get you through it (though spamming them might get you a lucky break of a little extra health with which to try to get yourself back out, but at the cost of multiple wasted potions for very little benefit).
And yes, sometimes when getting swarmed it is unquestionably the player’s fault - a good example being yesterday when I got surrounded by stepping forward with a couple of attacks and my thrall moved in behind me to block my intended escape route - I took a calculated risk and it didn’t go well. But there is also the issue of aggro to consider - a well designed camp has the potential for a careful player to aggro small groups at a time, which allows for it to be a reasonable challenge solo or in a group. But several of these camps (particularly some of the newer ones) don’t seem to take account of that option at all, instead setting up large groups to aggro simultaneously, which feels like a less considered design.
I’d also argue that it doesn’t require allowing yourself to be swarmed by the ten to make it harder to disengage - unless they’re all charging from a single direction (which at least in New Asagarth they do tend to do more often - again something I consider an example of more thoughtful design), they can easily block off multiple avenues of escape even without you being completely surrounded - forcing the only route available for an escape to heal to be one that will aggro yet more of them. Again, this doesn’t have to be wrong, but removing any option of healing, just seems like a step too far.
Literally the opposite of what is being called for - we’re calling for the ability to heal, still requiring escape, still needing not to get hit during the animation (because even if it doesn’t cancel healing, you still take the extra damage), just without the healing itself being immediately stopped by any damage within that two second window. The argument is that it’s too easy for npcs to stop you healing under this new system, not that we don’t want to have to work for it. The combination of slow walking (requiring, as you have noted, distance from melee enemies) and the likelihood of an archer regaining line of sight while you are slowed, and the likelihood of groups of enemies circling the other way round an obstacle, thus being able to swarm you, is already enough if there is not going to also be a way to break them into smaller more manageable groups.
This is already getting too long - so I’ll just add that yes, big end game camps should be a tough challenge - the true argument here is about the level of that challenge. I (and in theory others) feel that this particular healing change makes what was already challenging into something that is unreasonable. (Especially given that, at least in single player, getting sufficient distance to actually heal ‘safely’ under the new system often triggers leashing of the npcs, with the result that they heal back up fully, for free, so whatever has been achieved up to that point is often lost and now has to be repeated, but with fewer healing resources available.) The counter argument is that, of course, I’ve seen multiple youtube videos of some group tanked up in godbreaker or the like, standing still and spamming attacks and heals, just carving through whatever with no thought, skill or effort. I don’t want that for the game. I just want a challenge that seems to have considered the option of doing it solo if you take your time and are careful (and still allows a decent challenge for groups if they want to charge in and aggro a bunch).