Swagg.9236 Posted January 4, 2022 Share Posted January 4, 2022 (edited) All healing skills get ammo counts of 3 with skill recharges somewhere around 5-10s and count recharges set around 45-60s (healing totals get readjusted). All healing skills cure 3-5 conditions (maybe get bonus healing when user is unaffected by conditions or lower recharge if used above certain HP thresholds). No traits or gear items (like runes or sigils) are allowed to passively cleanse conditions. No skills that directly deal damage (or are tied to something that deals damage) are allowed to cleanse conditions. Certain "support-style" weapon kits and utility skills receive more condition cleansing properties or current ones are buffed. So why isn't this the way things work? Why is most of the condition removal not only passive but also so incongruently distributed amongst every class? It wouldn't be hard to redistribute and concentrate condition removal into healing skills and certain "support" weapons. Then at least it would not only be clear when people are attempting to clear conditions, but also the people who want to clear conditions know exactly which skills to make available if somebody gets condition bombed (as opposed to relying on hidden cooldowns on a bunch of random gear items and passives). I'm not saying that your system doesn't """work""" now as it is, but it's not only incredibly esoteric and obfuscated when viewing from an outside perspective, but it's also incredibly clunky to use if players aren't willing to shoehorn themselves into a select few builds (metagame) which just so happen to mostly run themselves or coincidentally synergize with the best passives. Edited January 4, 2022 by Swagg.9236 1 7 1 Link to comment Share on other sites More sharing options...
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