​Healing is imbalanced

Currently the only classes that can heal their team are Vanguard and Bulwark. Invigorating Icon turns Bulwark into essentially a medic class that sucks at their job, and the Extremis execution heal perk from Vanguard is basically easy mode for Absolute and Lethal difficulty because of how much it heals, but without it, the game is actually difficult. 

My Suggestions

  • Each class should have a built-in, basekit way to heal that encourages the player to play the class in the intended role

    • Tactical: Killing an auspex-marked majoris+ enemy with an execution or headshot heals 2% HP, 15 second cooldown

    • Assault: As you hold a Ground Pound charge in the air, you gain contested health, up to 5% of total health. 30 second cooldown

    • Vanguard: His current level 25 perk should be basekit and require the use of the grappling hook to get the execution, instead of it just being every majoris+ execution, it also should have a 15-20 second cooldown

    • Bulwark: When he plants banner, he immediately gains 25-35% of his total HP as contested HP

    •  Sniper: Killing 2 or more majoris+ enemies with headshots within 5 seconds heals 3-4% HP, 15 second cooldown

    • Heavy: Killing or incapacitating 3 or more majoris+ enemies while in heavy stance OR while using Iron Halo heals 3% HP, 15 second cooldown

  • In addition to these basekit changes, I think each class should have a perk that encourages teamplay and understanding how to work with the various classes on your team. Again, these are perks in the tree, either replacing/reworking the team perks or maybe replacing/reworking current normal perks
    • Tactical: When a squad member kills a majoris+ enemy that is marked by the auspex, they gain 2% HP and 5% ability charge, 30 second cooldown
    • Assault: When a squad member kills a majoris+ enemy that was hit by ground pound or aftershock within the last 10 seconds, they gain an armor segment, 20 second cooldown
    • Vanguard: Rework the current extremis execution perk to heal 15% instead of 30, and add a 20 second cooldown
    • Bulwark: Invigorating Icon should be reworked to restore contested health over time (5% of total HP a second) as the squad members stand in the AOE. This encourages playing around the banner instead of just using it to full heal someone every time its up.
    • Sniper: When any squad member kills a majoris+ enemy with a headshot, they gain an armor segment and 5% ability charge, 15 second cooldown
    • Heavy: When a squad member kills a majoris+ enemy while firing through Iron Halo, they gain 2% HP, 15 second cooldown
  • I think that changing healing in this way would allow for more levers of difficulty to be adjusted/tweaked. Such as enemy aggression, enemy density, stimms spawned, enemy damage, and other modifiers eventually (such as the squad cohesion that was tried earlier). This would also still allow for high skill expression because you need to keep all your teammates' healing needs in mind while also working with their perks to maximize healing efficiency. Thanks for your time, I love this game and hope it gets tons of support and content for years to come!