Currently there are only 2 healer classes in Albion. It makes no sense to see one perform way better in all the fronts. 2v2 hg? Holy. 5v5 hg? Maybe nature/mostly holy. FF ( group dungeons)? Only holy. ZvZs? Some random rampant here and there, but once again mostly holy.
I'm baffled that a druidic type class can't compete with heals and be viable at the same time. Just a couple of thoughts off my head.
1) Remove the mobs aggroing healers in dungeons mechanic. That way nature healers could pre-HoT the tank and somewhat mitigate the damage.
2) Add some scaling effect to nature staff Q. Sure, forth Q restores your mana, but what's the use in that when you are stuck there and hoping your tank/team survives. Something like every Q applied on a target after first 3 willl cost 10% more mana but increase the heals by 20% or something like that.
3) Make Q heal by 2-3-4X times as much on a single target. Every additional person with HoTs on them reduce the overall healing by 10-20-30-40-50% up to some cap. That way you can still heal the tank of the dungeon in a somewhat "burst"ish manner and be viable for small scale pvp like 2v2 hg.
Just some random late night thoughts. But the fact remains that nature staves went out of buisiness. Most people nowadays see them as hellgate rats with great nature staff, instead of a proud druid.
I'm baffled that a druidic type class can't compete with heals and be viable at the same time. Just a couple of thoughts off my head.
1) Remove the mobs aggroing healers in dungeons mechanic. That way nature healers could pre-HoT the tank and somewhat mitigate the damage.
2) Add some scaling effect to nature staff Q. Sure, forth Q restores your mana, but what's the use in that when you are stuck there and hoping your tank/team survives. Something like every Q applied on a target after first 3 willl cost 10% more mana but increase the heals by 20% or something like that.
3) Make Q heal by 2-3-4X times as much on a single target. Every additional person with HoTs on them reduce the overall healing by 10-20-30-40-50% up to some cap. That way you can still heal the tank of the dungeon in a somewhat "burst"ish manner and be viable for small scale pvp like 2v2 hg.
Just some random late night thoughts. But the fact remains that nature staves went out of buisiness. Most people nowadays see them as hellgate rats with great nature staff, instead of a proud druid.