This will most likely cause these skills to get nerfed because you no longer have to pay attention to their duration (since it no longer exists).
No from me. This also has been requested for literally years and the devs havenât budged yet. And this is not like the Thermite Mines situation, all healing skills are good. So i donât see them changing them because they are not weak skills.
I suggested a transmuter for skills such as these before during a dev stream. Maybe increase the flat Regen but take away the activation heal and make them permanent. I donât think they were too into the idea at the time.
-1 from me as well. Maybe you can ask for the base 24/30 second duration to get increased to say 1-2 minutes but Iâd prefer them to stay as an active ability than become a toggle.
+1 from me, or atleast to making it last 10 mins or something since I donât think it is going to become OP simply because you donât have to worry about the duration.
Personally I would just call it a QoL improvement, if anything.
Why would you want to?
Besides, you canât deactivate stuff like Blade Spirits either unless you have items that give skill points to it and remove said item and put it back on.
One of the main attractions to these skills is the instant chunk heal you get whenever you want/need it. Trying to make these skills a passive toggle goes against the functionality I mentioned previously.
I think what toapeironâs point is âhow do you keep the on-demand chunk heal aspect of it while making it a toggleâ? It defeats the purpose of it.
Since engine canât support it seems, do you think itâs good idea to separate healing skills from passive buffs? Like change the passive bonuses from Pneumatic burst to Anatomy of murder? I think they gonna be too bloated
So canât figure way to separate them. Probably current system is still good enough. Plus in heat of battle, especially in AoE range, you canât really timed the heal and use the skill for itâs boos anyway. In early leveling, healing spells can save you though.
Look at the amount of stats the healing skills have and compare them to passive toggled auras. 100% poison res and 12% phys res at soft cap on Aspect of the Guardian alone. They have more stats than passive toggled auras and you want it to have an heal on top of that, but remove the thing that keeps these skills in check.
Having no duration but still having an heal means you no longer need to manage the duration of the skill. Thereâs no longer any strategic value to saving the skill until its about to run in case you need an heal during that time.
This âQoLâ would make these skills utterly broken.
An idea would be to change the on-demand heal to somethine like âon hitâ trigger with a CD. Like, 10% chance on hit, 10 seconds CD or similar. Or, alternative, trigger when bewlo x% health with a CD. But I guess it would make it too bloated. It would be enough for me if the duration is increased by a minute or more (maybe scaling duration the more points you put in?). Currently, I donât profit from chunk heals that much since I cast is ASAP as possible - having it run out, and loosing the res can be too deadlyâŚ
Hmm, good point. I guess a way to work around that engine limitation is to simply raise the duration of the skills to a point where it doesnât matter like ten minutes or something, but as Jawa puts it, is it really a problem right now? Itâs just pressing one button or two. Not a big deal. Maybe Itâs because I got used to constantly press the hotkey to the point that I have the urge to use it everytime I see it available like some Pavlovâs shit or something.
I think that the point of those skills were originally to have heals and active buffs in the game without the annoyance of having to pick a target to use them and taking yourself out of the pace of the fight. But people have come to interpret them as some sort of passive buffs that work differently. I also agree with Jawa in the point that making them just another togglable passives you donât have to worry about would come with a big nerf to their stats. There has to be a reasonable drawback for them. And one of that is having to recast them, but the biggest one imo is the fact that they take a slot in your main skillbar.
But again, I donât see the point of changing them. Itâs not a problem. I think that some of you are getting too spoiled by all the QoL features Crate has put in the game. If Iâm allowed to make a fallacious slippery slope argument, Iâd say that the next thing you guys will suggest is to make the characters attack and use skills by themselves without needing the input of the player, because clicking and pressing keys to kill stuff is so fucking annoying, God.