Destiny's combat system doesn't justify the addition of a healing subclass. In RPG's and MMO's, healing abilities are there to ensure party members don't die when taking sustained damage from a mob. In Destiny, however, you don't fight that way. Destiny has no threat tables for mobs, and health regenerates in combat if you take cover for a few seconds. What exactly would be the point of a healing class when you can heal passively by not taking damage for about 4 seconds?
Also, the Sunsinger subclass does exactly what it was designed to do - generate Orbs for your fireteam and provide the player with more survival abilities as compared to Voidwalker. The Flame Shield ability is a great example of this, as is the Radiant Skin perk. This, coupled with the ability to carry two Solar grenades provides excellent zoning potential, essentially blocking enemies from progressing through choke-points or preventing melee enemies from touching you for a short time.
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Im pretty sure your wrong about mobs not having threat tables. The thing is everyone causes the same amount if threat via dps.
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You know.. I really should change the name from healer to something else. They're not directly healing unless it's melee (thats like a quick zap of health which gets you back to full shields.) The super increases health (we can call it shielding, either way) regeneration. So say if you get shot by some sniper you can come back to full shielding much quicker. When I think of this sniper I think of it as both in PVP and PVE. Meaning it could be specifically useful in the upcoming fallen raid. (If it has fallen, Whatever a Reef Raid would have, idk.)
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how about a exotic fusion rifle that heals... no class alteration.
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An interesting substitute. Wouldn't be real useful against enemies but; I like it!