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Direct Healing In Guild Wars 2Follow

#1 Nov 23 2010 at 1:17 PM Rating: Good
36 posts
Hello everyone! I'd just like to post a two-part conversation I had with Izzy about how healing worked in Guild Wars 2. Trust me, it's going to be really interesting for you to read this!

I wrote:
@IzzyCartwright Will there still be spells that just heal allies, or are most of our healing needs going to come from secondary effects?

Izzy wrote:
@TriggerSad there are spells that just heal allies like healing rain but it just applies regen goal is you're your best healer.

I wrote:
@IzzyCartwright Oh neat, but what about protection spells? Or are they getting replaced with boons that do stuff similar to prot spells?

Izzy wrote:
@TriggerSad ya there are some stuff but we moved away from a hex and enchantment based system which puts more pressure on simplicity


That was mid-October. I just left it at that, and a few day ago I brought it up in a discussion on how the BML's mechanics might work over at Guild Wars 2 Guru. There was some discussion that ended with me a bit confused on how direct healing worked, so I again went on Twitter and asked Izzy.
It went like this:

I wrote:
@IzzyCartwright I'm a bit confused about something; are all pure heal skills that target others regen, or are only some of them regen?

Izzy wrote:
@TriggerSad Mainly, there are no enchantments or buffs, so it's either a regen or an area on the ground that pulses healing.

Izzy also wrote:
@TriggerSad I mainly use regen to prevent stacking sense regen stacks duration not effect where pulse would stack effect.



With that begin said, it seems as though there aren't going to be actual skills that mainly focus on burst healing, like most of the Healing Prayer skills, that many healers were used to in Guild Wars. Don't get me wrong, there are going to be some, but they more or less come from the secondary effects of certain skills, such as the elementalist's Water Blast. For the most part, any direct healing will be in the form of regenerative-based skills that don't stack their effect but can have their duration stacked, or pulse-healing which are more ground-targeted-based healing skills which can have their effects stacked on players.

This to me sounds really interesting, and means that players who are more or less trying to re-create their monks from Guild Wars, are going to find that they're going to need to look more at what's going on in the fight, than who's red bar is drooping in the party screen. You can't place a pulse-heal in an area were no one is fighting now can you? My god, it's going to be so much fun! XD


Edit: I've decided to put together and Archive of the tweets in regard to this thread, so that newer readers won't have to drudge through all of the posts to find the tweets they want.



    Tweet Archive:


Question about direct healing skills in comparison to secondary effects that cause healing made by TriggerSad.
  • TriggerSad tweet:
    • @IzzyCartwright Will there still be spells that just heal allies, or are most of our healing needs going to come from secondary effects?

  • Izzy tweet:
    • @TriggerSad there are spells that just heal allies like healing rain but it just applies regen goal is you're your best healer.

  • TriggerSad tweet:
    • @IzzyCartwright Oh neat, but what about protection spells? Or are they getting replaced with boons that do stuff similar to prot spells?

  • Izzy tweet:
    • @TriggerSad ya there are some stuff but we moved away from a hex and enchantment based system which puts more pressure on simplicity



    Question about regeneration and direct healing made by TriggerSad.
  • TriggerSad tweet:
    • @IzzyCartwright I'm a bit confused about something; are all pure heal skills that target others regen, or are only some of them regen?

  • Izzy tweet:
    • @TriggerSad Mainly, there are no enchantments or buffs, so it's either a regen or an area on the ground that pulses healing.

      @TriggerSad I mainly use regen to prevent stacking sense regen stacks duration not effect where pulse would stack effect.



    Comment on friendly target made by Izzy to JR.
  • JR tweet:
    • @IzzyCartwright Maybe a prot style glyph: Next 10 water spells you cast on friendly targets give them a Prot Spirit effect for x seconds

  • Izzy tweet:
    • @Dan_JR no real good way to friendly target in gw2



    Comment about regeneration being a boon and descriptions on both regeneration and boons made by Izzy.
  • Izzy tweet:
    • @TriggerSad Was reading your post on Guild Fans on healing wanted to answer your question about regeneration, yes it's a boon. Cont...

      @TriggerSad Like all boons and condi's skills mainly apply different durations healing rain pulses 3s of regen where traited Charge is 10s

      @TriggerSad Regen's actually effect is health every second which is fairly low overall. Anyway hope this was helpful. : )



    Example made by Izzy about the differences between skills that pulse healing and skills that pulse regeneration.
  • Izzy tweet:
    • @TriggerSad To clarify Healing Rain does 3s of regen every 3s, Geyser does pulsing Healing (which stacks) Charge does one shot 10s.



    Clarification made by Izzy in regard to the max amount of a certain condition and boon a player can have on them.
  • Izzy tweet:
    • @TriggerSad I'll clarify stacking a bit for ya boons and condi's stack up to 9 times on a duration one like regen you could get 9x duration.



    Question made by TriggerSad in regard to pulse intervals.
  • TriggerSad tweet:
    • @IzzyCartwright Quick Q abt pulse: Is it possible for players to change the frequency in the intervals or are they constant?

  • Izzy tweet:
    • @TriggerSad They are mostly constant but traits do a lot of crazy stuff wouldn't surprise me if a trait ended up doing something like that.


    Edited, Dec 4th 2010 11:15am by TriggerSad55
    #2 Nov 23 2010 at 1:31 PM Rating: Decent
    Hmmm, interesting indeed. I can't say I am very surprised at a low degree of direct target heals, but it is interesting that the Regen does not stack effect, only duration. I am somewhat sad that they are moving away from hexes and enchantments, I always thought that was a very fun system; proactive (protection) based healing was far more interesting that burst healing (imo), and having characters that operated almost exclusively though hexes was also a fun way to go. It really makes me wonder what mesmers will be like if they even exist (I really hope they do).
    #3 Nov 23 2010 at 6:19 PM Rating: Excellent
    44 posts
    Another interesting addition to this discussion is this quote, also from a twitter conversation with Izzy:

    Quote:
    @IzzyCartwright Maybe a prot style glyph: Next 10 water spells you cast on friendly targets give them a Prot Spirit effect for x seconds


    Quote:
    @Dan_JR no real good way to friendly target in gw2


    This implies that the majority of spells that are aimed at allies will be AoE/proximity based. This is possibly a side-effect of not needing a party window for grouping in PvE zones, or more accurately, not being able to have one big enough.

    Edited, Nov 23rd 2010 7:20pm by Jeahr
    #4 Nov 23 2010 at 7:52 PM Rating: Good
    *
    165 posts
    Jeahr wrote:
    ....a side-effect of not needing a party window for grouping in PvE zones, or more accurately, not being able to have one big enough.


    :) Amen, reverend!


    Edited, Nov 23rd 2010 8:52pm by jadyness
    #5 Nov 23 2010 at 9:16 PM Rating: Decent
    36 posts
    Greibach wrote:
    Hmmm, interesting indeed. I can't say I am very surprised at a low degree of direct target heals, but it is interesting that the Regen does not stack effect, only duration. I am somewhat sad that they are moving away from hexes and enchantments, I always thought that was a very fun system; proactive (protection) based healing was far more interesting that burst healing (imo), and having characters that operated almost exclusively though hexes was also a fun way to go. It really makes me wonder what mesmers will be like if they even exist (I really hope they do).


    The thing is, having all of the enchantments and hexes in the game would overly complicate things. Each hex and enchantment has it's very own effect, meaning that the skill makers/balancers have to find effects for each. Not to mention that after a while they'd run out of ideas and make repeats of the same hex/condition, only with different values. This causes balancing issues which we all know that have happened in ArenaNet's (or any game with the same sort of system for that matter) past. Which is why they tweaked conditions and added boons. With a more wide variety of conditions, they can easily replace some of the hexes that Guild Wars Players were fond of. Boons are similar. Of course, this is just how I think it's going to be, there's a more than good chance that it won't go the way i think it will.

    Jeahr wrote:
    Another interesting addition to this discussion is this quote, also from a twitter conversation with Izzy:

    Quote:
    @IzzyCartwright Maybe a prot style glyph: Next 10 water spells you cast on friendly targets give them a Prot Spirit effect for x seconds


    Quote:
    @Dan_JR no real good way to friendly target in gw2


    This implies that the majority of spells that are aimed at allies will be AoE/proximity based. This is possibly a side-effect of not needing a party window for grouping in PvE zones, or more accurately, not being able to have one big enough.

    Edited, Nov 23rd 2010 7:20pm by Jeahr


    That's what I'm thinking too. Going with Izzy comment about players being their own best healer, it's easy to see why the party window won't be playing as big of a role as it did in Guild Wars. I'm thinking that it'll be along the lines of being a party member locater, in the event that you get mixed up in a big dynamic event and have no idea where everyone is; or if you want to know who is who you your party, all you do is click the name and that player glows.
    #6 Nov 27 2010 at 7:48 AM Rating: Decent
    36 posts
    You know, I'm wondering if we'll see some sort of delayed healing. I know there's pulse healing, but I'm going to assume that it starts to work the second its casted. What I'm thinking is whether there will will be traps and mark that cause healing when an ally passes over them, or when the caster triggers them respectably. For instance, a necromancer places a "Mark of Pure Blood," on the ground and after a short time, an ally gets close enough and the necromancer activates it causing the ally to get some pulse-healing. Respectably, a ranger could place a "Nurturing Mud Puddle," that causes regeneration only when an ally walks over it. Any thoughts?

    Edit: Sorry for the double post, I thought someone had posted on this already... Silly me... (^^)'''

    Edited, Nov 27th 2010 8:49am by TriggerSad55
    #7 Nov 28 2010 at 11:58 AM Rating: Decent
    I hope there's a good way to target downed friendlies in GW2 or ressing could be a problem.
    #8 Nov 29 2010 at 12:40 AM Rating: Decent
    I think it might be nice not to see much burst healing in the game. When I think about it, that seems like the mechanic that really led to the traditional Whack-A-Mole mechanic for healers.

    I really like the idea of healing being placed on a spot in the ground. That makes getting healed the target's responsibility as much as the healer. It's past time that burden was shared instead of people leaning on healers as a crutch to save them from their own stupidity (Then blaming the healers when they die anyway).
    #9 Nov 29 2010 at 4:52 AM Rating: Excellent
    44 posts
    KingWinterclaw wrote:
    I hope there's a good way to target downed friendlies in GW2 or ressing could be a problem.


    I have a feeling it might be as simple as running over close to them and hitting a button, without actually directly interacting.
    #10 Nov 29 2010 at 6:05 AM Rating: Excellent
    **
    398 posts
    I'm quite interested in how this will all work. I didn't really get on with Monk in GW due to the often chaotic fights and the targetting system, and as a frequent solo player most of my characters ended up with Monk as their secondary class just for self healing, as that was often more important than other skills that would be brought to the table.

    I like the idea of each class being more able to look after itself, and I really love the idea of healing affects being placed on the environment rather than on a specific person. It's a nice step away from the norm of dedicated healer roles.

    Nice info, Trigger, thanks. Consider yourself schollared :)
    #11 Nov 29 2010 at 7:37 AM Rating: Decent
    24 posts
    TriggerSad55 wrote:
    Respectably, a ranger could place a "Nurturing Mud Puddle," that causes regeneration only when an ally walks over it. Any thoughts?
    Edited, Nov 27th 2010 8:49am by TriggerSad55


    This is pretty much akin to Healing Spring in Guild Wars, which is getting a rework in Guild Wars 2. I have to admit I thought it was staying as a trap like skill but looking at the wiki I was mistaken. I guess the prospect of a bunch of rangers throwing down multiple traps that heals allies in the area (thereby covering the entire battlefield) isn't a good thing for balance.

    Jeahr wrote:
    KingWinterclaw wrote:
    I hope there's a good way to target downed friendlies in GW2 or ressing could be a problem.


    I have a feeling it might be as simple as running over close to them and hitting a button, without actually directly interacting.


    Suddenly wishing my friend had filmed that bit of the demo. I certainly resurrected a few people whilst playing, but can't remember if I selected them first or not. Certainly I remember having to get quite close to them for the resurrect ability to appear.

    Edited, Nov 29th 2010 8:40am by TashaDarke
    #12 Nov 29 2010 at 1:57 PM Rating: Decent
    36 posts
    InvincibleOverlord wrote:
    I think it might be nice not to see much burst healing in the game. When I think about it, that seems like the mechanic that really led to the traditional Whack-A-Mole mechanic for healers.

    I really like the idea of healing being placed on a spot in the ground. That makes getting healed the target's responsibility as much as the healer. It's past time that burden was shared instead of people leaning on healers as a crutch to save them from their own stupidity (Then blaming the healers when they die anyway).


    Yeah, though I do enjoy that aspect of healing when I play on my monk, it can get a bit tedious at times. I'm not going to miss the fact that I'm the teams life-line... Seriously, there were time where we were getting too much DPS and I couldn't handle it because I was the only monk or the other wasn't pulling their weight, and I'd still get blamed for the wipe. Then there were the over extenders that would ninja their way away from the party so when I went to heal them, my monk would start sprinting and I'd be soooo confused because of it. Then at the same time, someone back with the main party was about the get ganked, but by the time I canceled the first heal and started casting the other the second player would be dead! Then the over-extender would die and I'd get blamed for both deaths... Ugh!!!
    ...
    ...
    Um... Yeah, I'm glad that ArenaNet is take the initiative of getting the players to heal themselves... For the sake of sanity within the support community...

    Jeahr wrote:
    KingWinterclaw wrote:
    I hope there's a good way to target downed friendlies in GW2 or ressing could be a problem.


    I have a feeling it might be as simple as running over close to them and hitting a button, without actually directly interacting.


    I was assuming the same since we're not getting a definite way of friendly targeting. Then there's the fact that not everyone is going to be in the same party, so support skill that place boons and heal people would be rather difficult. Think about it, in Guild Wars the game was instanced, so parties had their own little window to work with. If a member of the party needed some help, the support players would just click their names and do their thing. In Guild Wars 2, everyone will be playing in the same area at the same time, so there needs to be a more dynamic way of supporting other players. Argo, we have ground based support spells now...

    Also, wasn't the "F" button used as the revive button in the demo? I'm not sure if that was it, but I do know that it was close to WASD...

    Gii wrote:
    I'm quite interested in how this will all work. I didn't really get on with Monk in GW due to the often chaotic fights and the targetting system, and as a frequent solo player most of my characters ended up with Monk as their secondary class just for self healing, as that was often more important than other skills that would be brought to the table.

    I like the idea of each class being more able to look after itself, and I really love the idea of healing affects being placed on the environment rather than on a specific person. It's a nice step away from the norm of dedicated healer roles.

    Nice info, Trigger, thanks. Consider yourself schollared :)


    Is that why I'm blue now?!? Cool, thank you for that!! :D
    Yeah, it is a breath of fresh air to know that everyone is going to be able to take care of themselves. Now if you want to play support, it's going to feel less mandatory that you do so. It's going to be nice! :)

    TashaDarke wrote:
    TriggerSad55 wrote:
    Respectably, a ranger could place a "Nurturing Mud Puddle," that causes regeneration only when an ally walks over it. Any thoughts?
    Edited, Nov 27th 2010 8:49am by TriggerSad55


    This is pretty much akin to Healing Spring in Guild Wars, which is getting a rework in Guild Wars 2. I have to admit I thought it was staying as a trap like skill but looking at the wiki I was mistaken. I guess the prospect of a bunch of rangers throwing down multiple traps that heals allies in the area (thereby covering the entire battlefield) isn't a good thing for balance.


    Oh, I missed that entirely... Then again, I don't play mess around with my ranger's build that much... I think I should, Glass Arrows is fun to use for the added damage, but I've been meaning to look at what else they have to offer. :P
    Still, I can see where you're going with players placing multiple traps, but I thought you could only put down on of each trap at a time, or was I thinking about marks? :(

    TashaDarke wrote:
    Jeahr wrote:
    KingWinterclaw wrote:
    I hope there's a good way to target downed friendlies in GW2 or ressing could be a problem.


    I have a feeling it might be as simple as running over close to them and hitting a button, without actually directly interacting.


    Suddenly wishing my friend had filmed that bit of the demo. I certainly resurrected a few people whilst playing, but can't remember if I selected them first or not. Certainly I remember having to get quite close to them for the resurrect ability to appear.

    Edited, Nov 29th 2010 8:40am by TashaDarke


    Oh, I guess there was a button in the demo then! Silly me! ;)


    /EndSupaLongPost
    #13 Nov 30 2010 at 4:02 AM Rating: Decent
    24 posts
    TriggerSad55 wrote:

    TashaDarke wrote:
    TriggerSad55 wrote:
    Respectably, a ranger could place a "Nurturing Mud Puddle," that causes regeneration only when an ally walks over it. Any thoughts?
    Edited, Nov 27th 2010 8:49am by TriggerSad55


    This is pretty much akin to Healing Spring in Guild Wars, which is getting a rework in Guild Wars 2. I have to admit I thought it was staying as a trap like skill but looking at the wiki I was mistaken. I guess the prospect of a bunch of rangers throwing down multiple traps that heals allies in the area (thereby covering the entire battlefield) isn't a good thing for balance.


    Oh, I missed that entirely... Then again, I don't play mess around with my ranger's build that much... I think I should, Glass Arrows is fun to use for the added damage, but I've been meaning to look at what else they have to offer. :P
    Still, I can see where you're going with players placing multiple traps, but I thought you could only put down on of each trap at a time, or was I thinking about marks? :(


    Each ranger can only put down 1 trap at any one time. But multiple rangers can activate the same trap at the same time, which may stack its effects. I also missed this bit of the definition before "Each trap has a different effect but currently all require an enemy to be triggered and only affect enemies." So it can't be a healing thing. :(

    Also marks are a necro skill type rather than ranger. Rather than requiring an enemy to run over the mark, they last for a certain duration, but they can be activated "early" as it were by activating the skill again.
    #14 Nov 30 2010 at 11:29 AM Rating: Decent
    36 posts
    TashaDarke wrote:
    TriggerSad55 wrote:

    TashaDarke wrote:
    TriggerSad55 wrote:
    Respectably, a ranger could place a "Nurturing Mud Puddle," that causes regeneration only when an ally walks over it. Any thoughts?
    Edited, Nov 27th 2010 8:49am by TriggerSad55


    This is pretty much akin to Healing Spring in Guild Wars, which is getting a rework in Guild Wars 2. I have to admit I thought it was staying as a trap like skill but looking at the wiki I was mistaken. I guess the prospect of a bunch of rangers throwing down multiple traps that heals allies in the area (thereby covering the entire battlefield) isn't a good thing for balance.


    Oh, I missed that entirely... Then again, I don't play mess around with my ranger's build that much... I think I should, Glass Arrows is fun to use for the added damage, but I've been meaning to look at what else they have to offer. :P
    Still, I can see where you're going with players placing multiple traps, but I thought you could only put down on of each trap at a time, or was I thinking about marks? :(


    Each ranger can only put down 1 trap at any one time. But multiple rangers can activate the same trap at the same time, which may stack its effects. I also missed this bit of the definition before "Each trap has a different effect but currently all require an enemy to be triggered and only affect enemies." So it can't be a healing thing. :(

    Also marks are a necro skill type rather than ranger. Rather than requiring an enemy to run over the mark, they last for a certain duration, but they can be activated "early" as it were by activating the skill again.


    Sorry, I misread your post then. I thought you wrote that rangers could place multiple of the same trap, but I knew about the trap limit they have. Though I didn't know that they only get triggered by enemies and only affect enemies... There goes my idea... :(
    I also know that marks are necromancer only... I guess I should have written that better! :p

    My question now is how will regeneration be applied exactly (unless is just varies on the skill that applies it), and better yet if it'll be a boon or not. I'm still a bit fuzzy on that... :(
    #15 Dec 02 2010 at 1:41 AM Rating: Decent
    36 posts
    Ok, it's 2:00 AM where I am right now, but I had to get this up here! I would have posted it sooner, but I was at work at the time and I just got back home two hours ago... I got distracted by facebook... :(

    Any who, I got an answer from Izzy about my inquiry about the some of the aspect about regeneration. Which was kind of cool since I hadn't even asked him on Twitter! Izzy just became one of the coolest guys ever in my book! :)

    Here's what he wrote to me:

    Izzy wrote:
    @TriggerSad Was reading your post on Guild Fans on healing wanted to answer your question about regeneration, yes it's a boon. Cont...

    Izzy wrote:
    @TriggerSad Like all boons and condi's skills mainly apply different durations healing rain pulses 3s of regen where traited Charge is 10s

    Izzy wrote:
    @TriggerSad Regen's actually effect is health every second which is fairly low overall. Anyway hope this was helpful. : )


    So with that regard, regeneration is a boon that basically gives a constant amount of health, but who's duration can be either longer or shorter depending on the skills that apply it. Also traits can affect the length that the skill applies regeneration.
    This is an interesting contrast to how regeneration worked in Guild Wars. Regeneration in Guild Wars had its duration stay constant, while the amount was changeable based on the number of attribute points spent such as the monk's Healing Breeze spell. Though, that doesn't mean that it wasn't vise-versa, the assassin spell Feigned Neutrality can have its duration changed, but not the amount of health given the same way that regeneration in Guild Wars 2 works. Of course there are skills that can have both variables changed, such as the monk's Shield of Regeneration and necromancer's Life Siphon.
    Considering that regeneration was this complex in Guild Wars, I'm glad that it's going to be a much more simpler system. With only having duration extendable through traits and stacking, it'll be easier for players who are on support to get a clear picture of what's going on in the event that there are multiple support players out during battle.
    Think of it as this: In Guild Wars, if two monks in a party brought Healing Breeze on both their builds, but one monk had less points invested in Healing Prayers, what would happen? Simple. Since enchantments don't stack, there will be a good chance that the regeneration from both Healing Breezes won't stay constant if both monks were to target the same player. If the weaker Healing Breeze were to have been applied after the stronger one, the weaker one would take effect. This is gone in Guild Wars 2 since only duration is affected, and even then the duration is extended since regeneration does stack.

    I hope this made sense... I'm half dead from a lack of sleep, but I really wanted to share this!
    And I'd like to say thank you again to Izzy since he rocks hard core for sharing this info without even being asked! Seriously, he's tight! :D

    Edit: And I double posted again! Seriously, I need to look at the bottom of the page before hitting th reply button... Sorry guys... :(

    Edited, Dec 2nd 2010 2:42am by TriggerSad55
    #16 Dec 02 2010 at 4:20 AM Rating: Decent
    Some nice little gems of info in this thread; thanks TriggerSad!
    #17 Dec 02 2010 at 10:52 AM Rating: Decent
    32 posts
    Great work TriggerSad! This is a really interesting peek into the philosophy and logic behind ANet's design...

    The one question I still have, is what it means for the regen boon to stack. If one person applies 10 seconds of regen, and then 4 seconds later another applies 10 more, do you wind up with a regen boon with 10 second duration ("refresh" more than "stack"), or 16? Or perhaps some other number entirely? There could be diminishing returns...

    I wonder if, for example, we'll ever see a bunch of characters huddle together to stack 30-45+ seconds of regen on each other, and then split up around a PvP map to fight until their super-stacked regen boon runs out. Will there be some limit in place to prevent permanent regen, perhaps?

    All that said, I really like the simplicity and elegance of this design. Conditions worked amazingly well in GW, and I think the idea to apply that same streamlined design to boons was simply brilliant. With this and the granularity allowed with pulse healing, I think they've developed a really easy to manage, but very powerful system that should have a lot of depth and interesting emergent strategy and tactics. So once again, thanks for organizing all this, TS, and great work by Izzy and the rest at ANet. If they can design the rest of GW2 with this sort of elegance and depth, I think we're in for a real treat. :)

    On the resurrection digression, I remember quite clearly, as others have pointed out, that the "F" key (contextual action, basically) would res an adjacent ally without needing to target them. Like the rest of the targeting system in GW2, I think simply doing a given action in the general direction of your desired target will usually cause you to automatically select the closest available target.



    Edited, Dec 2nd 2010 11:53am by BriseBonBons

    Edited, Dec 2nd 2010 11:55am by BriseBonBons

    Edited, Dec 2nd 2010 11:55am by BriseBonBons
    #18 Dec 02 2010 at 1:40 PM Rating: Decent
    36 posts
    Vulturion wrote:
    Some nice little gems of info in this thread; thanks TriggerSad!


    Don't thank me, thank Izzy for being nice enough to share the information the first place!! :)

    BriseBonBons wrote:
    The one question I still have, is what it means for the regen boon to stack. If one person applies 10 seconds of regen, and then 4 seconds later another applies 10 more, do you wind up with a regen boon with 10 second duration ("refresh" more than "stack"), or 16? Or perhaps some other number entirely? There could be diminishing returns...

    I wonder if, for example, we'll ever see a bunch of characters huddle together to stack 30-45+ seconds of regen on each other, and then split up around a PvP map to fight until their super-stacked regen boon runs out. Will there be some limit in place to prevent permanent regen, perhaps?


    That's what I'm thinking too, if you place one regen boon on a player, then another, then the durations just adds up. Unless they average themselves out, but I'm guessing that it's the first one. :p
    And I'm sure that there will be some sort of cap on boons too. If I'm right, there's a cap set on bleeding which is a condition, since boons are like conditions, but are beneficial in nature, I'm assuming that they'll have the same limitations that conditions do. :)

    BriseBonBons wrote:
    All that said, I really like the simplicity and elegance of this design. Conditions worked amazingly well in GW, and I think the idea to apply that same streamlined design to boons was simply brilliant. With this and the granularity allowed with pulse healing, I think they've developed a really easy to manage, but very powerful system that should have a lot of depth and interesting emergent strategy and tactics. So once again, thanks for organizing all this, TS, and great work by Izzy and the rest at ANet. If they can design the rest of GW2 with this sort of elegance and depth, I think we're in for a real treat. :)


    Yeah, it's a breath of fresh air to know that boons and conditions aren't going to be as messy as enchantments and hex were in Guild Wars. They had some interesting features, but in the long haul, it's easy to see where the big flaws were with their mechanics. :)


    Anyway, I made a visual aid of sorts on this and thought I'd share it, as well as with some of my thoughts on regeneration and pulse-healing.

    The image can be found here!
    http://i77.photobucket.com/albums/j79/Ra-Se-Phan/HealingInGuildWars2.png?t=1291319263
    The image can be found here!

    Imagine that the black rectangles are players and the blue, red, and yellow circles are three separate pulse-heal areas. The green, orange, and purple sections are where two of the circles over lap with the brown section being where all three circles overlap.

    Now then, if all three circles were to pulse healing at regular intervals, then the player in the brown section would be receiving the benefits from all three. However, since pulses don't stack duration and are their own separate areas, the health received won't happen simultaneously. If yellow had been placed first, with blue and red being placed later in that order, then it would go as such:
    Quote:
    Yellow Pulse =1 sec later=> Blue Pulse =2 sec later=> Red Pulse =1 sec later=> Yellow Pulse

    From my understanding, pulses aren't like boons, but more of an area-of-effect, such as Meteor.
    A question about it though... How will we be able to manipulate the pulses? Will be able to change the frequency of the pulses or will be able to extend their duration on the field with traits? Remember, they aren't like regeneration where if you become affected by one then another, the time becomes extended. Instead, if one gets placed over another, the amount of health you receive increases. If one pulse happens to expire, the other one will still be there.

    Now with regard to pulsing regeneration; here's what I think. Looking back at the picture I made, say that the blue and yellow circles are two elementalists' Healing Rain spells. Healing Rain pulses regeneration, so like with my first example, each Healing Rain will pulse a regen boon in their own, separate, intervals. Since regeneration does stack, the duration of the boon will just extend and extend until the player either leaves the area-of-effect or the spell expires. Now, the player in the green area will be receiving double the amount of stacks of regen boons as apposed to the players standing in the blue and yellows circles since he's being pulsed by both Healing Rains.

    What I'm starting to assume is that the main ways a player will be receiving regeneration, or any healing at that, will be from pulses. Unless there's a secondary effect that heals a player or applies regen boons.

    Edited, Dec 2nd 2010 2:54pm by TriggerSad55

    Edited, Dec 2nd 2010 4:43pm by TriggerSad55
    #19 Dec 02 2010 at 2:50 PM Rating: Decent
    32 posts
    Huh. I understood Izzy's comments differently than many, it seems.

    My reading is that, for example, in a spell like healing rain (Banners and mark of blood seem to work similarly?) the spell "pulses" the regen boon every 3 seconds (maybe? This isn't clear to me) to everyone in the area of effect. In contrast a skill like "charge!" applies the regen boon with a 10 second duration one time only, the moment it's used. However, I have the impression there's another type that doesn't involve the regen boon at all. From Izzy's Tweets:

    Quote:
    @TriggerSad Mainly, there are no enchantments or buffs, so it's either a regen or an area on the ground that pulses healing.

    @TriggerSad I mainly use regen to prevent stacking sense regen stacks duration not effect where pulse would stack effect.


    What these two quotes imply to me, is that there's another kind of healing that bypasses the boon system altogether, applying a heal directly to anyone in its area every few seconds. Rather than using a boon with a duration, set frequency, and fixed heal magnitude, this type of healing could happen multiple times at once from different sources, causing the healing effect itself to stack in magnitude.

    I assumed at first that perhaps healing spring works this way - some spell we hadn't seen directly. So using your example, if you're standing in only the yellow circle (a healing spring), you get X health at t=1, t=3, t=5... If you're in both the red (another healing spring) and yellow circles, you might get X health at t=1, 3, 5... and Y health at t=2, 5, 8... These heals can actually stack in magnitude (or healing per second), whereas the HPS of a regen boon will always remain the same, but the duration can increase.

    On further thinking about it, I may have actually assumed too much. The "pulsing area heal" might simply refer to effects like the heal pulse associated with a water trident or water blast impact. Meaning there are basically either heal over time effects which all use the regen boon, or one-time area heals that "pulse" one wave of healing to any target in range.

    I think Izzy sort of confounded us by describing healing rain as "[pulsing] 3s of regen". It sounds to me in the context of his other comments that healing rain explicitly apples the regen boon with 3s duration at small intervals - perhaps 3s, even, meaning standing in the effect for long periods of time would never increase the duration (unless there were multiple healing rains stacked). However, his comment conflates the idea of a healing pulse with the regen boon, which seems to contradict the distinction he makes between the duration-stacking boon and the effect-stacking pulse in his earlier comment.

    One of my hopes of engaging in this discussion in the first place is to perhaps coax one final followup from Izzy to clear up the lingering questions. We shall see if he can find the chance, it's a busy time of year. :)
    #20 Dec 02 2010 at 5:05 PM Rating: Decent
    36 posts
    Ok, so Izzy sent me a clarification tweet! I feel dolty for getting mixed up... 0:)

    Izzy wrote:
    @TriggerSad To clarify Healing Rain does 3s of regen every 3s, Geyser does pulsing Healing (which stacks) Charge does one shot 10s.


    He also sent a quick bit about stacking too!

    Izzy wrote:
    @TriggerSad I'll clarify stacking a bit for ya boons and condi's stack up to 9 times on a duration one like regen you could get 9x duration.


    Everyone give thanks to Izzy for being so nice! :)

    Edited, Dec 2nd 2010 6:06pm by TriggerSad55
    #21 Dec 02 2010 at 5:45 PM Rating: Decent
    32 posts
    Izzy is indeed spoiling us. :) The followup and hand-holding as we try to understand this system is very appreciated, I'm sure. And there's no reason to feel like a dolt, Trigger, all of us had our own interpretations I think. It's just so tough to explain things of this sophistication through Twitter. :)

    So it looks like we do in fact have 3 categories:

    Pulsing heal: Magnitude of healing done can stack. We can assume you need to be standing in the area when the pulse happens, and then you receive the heal. On the downside, if you stack a bunch of them and damage is light, much of the healing will be wasted.

    Single-application Regen Boon: Applies the standard regen boon, you get the full effect by being in the area when the boon is applied. Charge! is the example we have. The downside I guess is if anyone isn't in the area of effect when the skill is used, they miss the full effect.

    Pulsing-application Regen Boon: Applies a short-duration regen boon every few seconds. Allows you to prevent abuse of heal stacking, while still forcing people to remain in a certain area to get the full heal effect. This seems to be the weakest type of effect.

    As I mention on Guru2, this raises the question of how stacking is handled on something like blind, where the effect is "first attack misses". Or for that matter, what does 9 stacks of regen boon even mean? Is one stack a specific duration, say 3 seconds, meaning charge actually applies 3 stacks? Or is the number of stacks separate from the duration of each stacked boon?

    Poor Izzy, for every clarification he provides we raise 2 questions. :)

    Edited, Dec 2nd 2010 6:46pm by BriseBonBons
    #22 Dec 02 2010 at 5:56 PM Rating: Decent
    Thanks for posting this. :) Good stuff!
    #23 Dec 02 2010 at 6:06 PM Rating: Decent
    36 posts
    I say that stacking just lengthens the duration of the the condition.

    Also there are still burst heals (one time heals) in the form of secondary effects from spells, such as Water Blast which damages enemies but has the added effect of healing allies who are adjacent to the splash zone.

    Edit: I remembered to check this time!!! :D

    I asked Izzy something else, and here's what he told me!

    TriggerSad on Twitter.com wrote:
    @IzzyCartwright Quick Q abt pulse: Is it possible for players to change the frequency in the intervals or are they constant?


    Izzy on Twitter.com wrote:
    @TriggerSad They are mostly constant but traits do a lot of crazy stuff wouldn't surprise me if a trait ended up doing something like that.


    Interesting to hear that the time between pulses in a pulse heal are going to stay constant with no changes able to be made by players... For now.
    Though I like it that way. It lets a player who sees the spell being placed by someone else know when to expect to gain the effects. I know that it'll be the more high-end players that are going to be doing that, but it's not that hard to count to three-Mississippi! :p

    Edited, Dec 2nd 2010 10:34pm by TriggerSad55
    #24 Dec 03 2010 at 11:11 AM Rating: Decent
    32 posts
    I notice the discussion has gone further on Guru2, but I don't think anything new has been added to our understanding of the system, has it? :)

    I think the most interesting question that has come up is how stacking is handled for things like fear, cripple, daze, and the anti-cripple... haste, whatever it's called.

    That is to say, if you allow daze or fear to stack in duration, that seems like a bad idea, particularly for PvP. Similarly, which is more interesting - allowing the duration of cripple to stack (potentially resulting in some poor SOB having 15 seconds of cripple stacked on them), or allowing the effect to stack? "Now I'm at 50% movement speed... crap now it's 40%!"

    Oh, the suspense. I guess we have a big list of things to check at the next convention or trade show, huh?

    Edited, Dec 3rd 2010 12:12pm by BriseBonBons
    #25 Dec 03 2010 at 2:23 PM Rating: Decent
    I wouldn't be surprised if there was an animation for when the spell was going to heal..

    for instance if it showed as a small puddle on the map, as time went on it would become a deeper shade of blue and then heal, while resetting the color, because they are trying to go for more of a way of knowing roughly what the skill does just by watching the animations
    #26 Dec 03 2010 at 8:08 PM Rating: Decent
    Interesting bits of info, thanks for posting it.

    I'm perfectly fine with less focus in burst healing. I also like the idea of area-based healing that puts the responsibility on the target as well as the healer.

    Clear visual effects for the healing area will be needed, however, otherwise you're deliberately interfering with the target's ability to take their own responsibility for their healing and I don't think that would be a good route to take. Make it clear for people to do it if you want them to do it.

    I wonder if they'll have radius healing from the caster? That was a mechanic that was used in City of Heroes/Villains and I always thought it worked rather nicely. But then there wasn't dodge rolling in CoH/V and you tended to be more stationary ao that might not be as effect in GW2.

    Edited, Dec 3rd 2010 9:12pm by InvincibleOverlord
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