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  1. #1

    Proposed Buffs to Improve the Skillfulness of Healing

    Bruce argued on Twitter (https://twitter.com/brucewk/status/1...523964929?s=20) that healers (nor tanks) in Division 2 don't serve to allow players to ignore mechanics or positioning. This is certainly true, and largely wasn't true in Division 1.

    However, keeping to that principle has caused healing specifically to lose a lot of its agency and competitiveness within the meta, particularly at the highest levels of play.

    I propose several changes that would allow a more fluid and dynamic experience for players who intend on playing a healer build, again, particularly, if upcoming raid mechanics necessitate a healer going forward.

    1. Survivalist Medkit should be able to be used at full armor.

    It's really daft to know you are capable of healing a teammate with the Survivalist Medkit, but cannot do so because you have not taken damage. Being able to sacrifice a Medkit is a high cost, but one that should be in the capability of the survivalist to take most advantage of their Medkit bonus.

    2. When Survivalist Medkit is used to heal other players, it should heal the full amount of those other players' armor, regardless of the armor of the survivalist.

    Again, really daft to watch a Survivalist Medkit a tank, only to watch the tank get ~40% armor, because the amount the tank gains in armor is relative to the total armor of the survivalist, a build not typically taking blue stats. The nerf to incoming repairs also makes this even worse, removing the ability to mitigate this.

    3. When Survivalist Medkit is used in conjunction with Efficient, the distance in which the ability works should also be doubled.

    In practice, it is particularly difficult (if not impossible in raids) in real time to position yourself both within 15m of any party member who could actually benefit from a Survivalist Medkit heal. (the medkit itself says 20m, but I've found it not to be reliable outside of ~17-18m, so, in practice, being 15m is needed to ensure the buff occurs)

    4. Kinetic Momentum should work much more seamlessly with the top healing skill, chem launcher.

    In its current iteration, the stacks gained from Kinetic Momentum on chem launcher are lost as soon as you use one charge of the skill. This is in contrast with a healing hive, which will retain all stacks until the skill is depleted.

    5. Buff the burst healing potential of Energize and Shock and Awe to compete with Safeguard.

    Safeguard provides such a large bonus that bonus armor allows relative ease of keeping up, such that the other options aren't particularly viable, or offer another meaningfully different playstyle.

    6. Increase the swap speed to the crossbow to be near instantaneous.

    While the gear found in the PTS will go a long way in helping hybrid builds be capable of being both DPS and Healer, being a true healer is extremely hampered by the inability to pull out the crossbow in any meaningful length of time. In practice, by time I've been able to switch to the crossbow, the target that needed its armor destroyed will have already been shot at by the dps players.
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  2. #2
    Those are cool suggestions, I'd add two more.

    1 Boost mender seeker heal for allies, since it's a skill designed to be autoshared. Make the cloud work similar as the chem launcher.

    2 Allow the burst healing from the Chemlauncher being able to heal without the need to wait for the previous cloud to disapear when they don't overlap.
    Currently if you have to heal an ally with a burst of CL and other team gets dmg, the burst won't work until the first cloud is gone.
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  3. #3
    Originally Posted by a5onAPUSHexam Go to original post
    Bruce argued on Twitter (https://twitter.com/brucewk/status/1...523964929?s=20) that healers (nor tanks) in Division 2 don't serve to allow players to ignore mechanics or positioning. This is certainly true, and largely wasn't true in Division 1.

    However, keeping to that principle has caused healing specifically to lose a lot of its agency and competitiveness within the meta, particularly at the highest levels of play.

    I propose several changes that would allow a more fluid and dynamic experience for players who intend on playing a healer build, again, particularly, if upcoming raid mechanics necessitate a healer going forward.

    1. Survivalist Medkit should be able to be used at full armor.

    It's really daft to know you are capable of healing a teammate with the Survivalist Medkit, but cannot do so because you have not taken damage. Being able to sacrifice a Medkit is a high cost, but one that should be in the capability of the survivalist to take most advantage of their Medkit bonus.

    2. When Survivalist Medkit is used to heal other players, it should heal the full amount of those other players' armor, regardless of the armor of the survivalist.

    Again, really daft to watch a Survivalist Medkit a tank, only to watch the tank get ~40% armor, because the amount the tank gains in armor is relative to the total armor of the survivalist, a build not typically taking blue stats. The nerf to incoming repairs also makes this even worse, removing the ability to mitigate this.

    3. When Survivalist Medkit is used in conjunction with Efficient, the distance in which the ability works should also be doubled.

    In practice, it is particularly difficult (if not impossible in raids) in real time to position yourself both within 15m of any party member who could actually benefit from a Survivalist Medkit heal. (the medkit itself says 20m, but I've found it not to be reliable outside of ~17-18m, so, in practice, being 15m is needed to ensure the buff occurs)

    4. Kinetic Momentum should work much more seamlessly with the top healing skill, chem launcher.

    In its current iteration, the stacks gained from Kinetic Momentum on chem launcher are lost as soon as you use one charge of the skill. This is in contrast with a healing hive, which will retain all stacks until the skill is depleted.

    5. Buff the burst healing potential of Energize and Shock and Awe to compete with Safeguard.

    Safeguard provides such a large bonus that bonus armor allows relative ease of keeping up, such that the other options aren't particularly viable, or offer another meaningfully different playstyle.

    6. Increase the swap speed to the crossbow to be near instantaneous.

    While the gear found in the PTS will go a long way in helping hybrid builds be capable of being both DPS and Healer, being a true healer is extremely hampered by the inability to pull out the crossbow in any meaningful length of time. In practice, by time I've been able to switch to the crossbow, the target that needed its armor destroyed will have already been shot at by the dps players.

    Many thanks big fan of you sir, these are the very amazing suggestions could you please give me a chance to add some more please?
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