Original Post — Direct link
I for one can say that I was pretty happy with the latest update for the most part. Menu updates were improvements. Allies that heal you when fighting control points, all good.

The biggest issue for me was the fricken double tap to heal on the chem launcher - I can't say how displeased I was with that, and how please I am now that it's fixed!

It does seem like we can stack the chem launcher heal again now too if I'm not mistaken, again that is an improvement!

However slowing down the revive heal? What, were people complaining that when it did work they were healed too fast and got dizzy?

The biggest issue in this game is the ability to heal/revive. Fixing the chem launcher was a good start, but I'd like to see better healing options. I used to solo Legendary Missions constantly in D1. I haven't completed a single Heroic mission in D2. I got almost all the way through the helicopter section on Tidal Basin and got punked by 3 straggling reds, and thus sent back to the beginning of the mission. You essentially have to do if flawless if you want to solo it because of the lack of effective healing/revive skills. I don't have the time to struggle through heroic flawlessly. It's not fun getting sent back to the beginning because the hive has such a long cool down. I have the firepower to take down heroic enemies, but it's just too easy to die & get sent back to the beginning.

Things about healing I don't like:

You are forced to stay in one location to use armor, chem launcher, hive (so you are a sitting duck)
Armor kits are slow to apply, you are dead by the time you get one on, not to mention you can't move while applying
NPC's are aggressive and don't give you time to retreat/heal - and that would be fine if we had better healing skills, like applying armor while moving.


In D1 we had the support station that BOTH healed & revived. Now I'm forced to use both skill slots for healing. One to heal & one to revive, so I just don't use the other skills because of that.

In D1, seeker mines were useful, so was sticky, smart cover, you could build a good shield build too, and the pluse lastest more than a second, etc.

....not to mention the mods, there are sooo many mods and soo few slots to use them, the skill mods require near dedicated skill builds to access them.......booo....hissss


Lastly.......storage, storage, storage, storage.....why can't we have more storage? I have at least 100 UNIQUE skill mods alone and since I can't fit those in inventory (let alone the gear mods) I have to put them in the stash and since stash does not have a separate mod storage (why?) my stash is overflowing with mods and very little room for gear, with all the variations and trying to keep this piece with a high attribute to roll it onto to something else if you ever find it......very frustrating........constantly going through, sorting/selling/crushing...........damn just give us more room already!
over 5 years ago - Ubi-RealDude - Direct link
Thank you for the detailed feedback regarding healing skills and general survivability.

You are forced to stay in one location to use armor, chem launcher, hive (so you are a sitting duck)
Armor kits are slow to apply, you are dead by the time you get one on, not to mention you can't move while applying
NPC's are aggressive and don't give you time to retreat/heal - and that would be fine if we had better healing skills, like applying armor while moving.
Armor kits and the relationship between healing/mobility have been a point of contention since the beta. I do not believe that this is something the team is looking at reworking at the moment. But additional healing skill and methods of healing is definitely a possibility as we move forward. With the Chem Launcher acting as static area heals, the healing drone as a fluid-follow (but exposed) heal, and the Seeker heal as a fluid-follow (protected) heal, what are the moment you're finding that these heals just don't cut it?

In D1 we had the support station that BOTH healed & revived. Now I'm forced to use both skill slots for healing. One to heal & one to revive, so I just don't use the other skills because of that.
Depending on who you ask though, that might have been a problem. If one healing skill is clearly superior to all the rest because of how much it can, doesn't that limit skill variety in its own way?