Healing Signet is a hot topic, and has been for several months. Recently, the the devs shared their opinion on Healing Signet with us, stating that a decrease to the passive healing of Healing Signet would make it inferior to Healing Surge.
If such a simple and direct comparison was appropriate and correct, it would be hard to argue that Healing Signet should be nerfed. This is not the case.
While Healing Signet does not heal much more than Healing Surge in the span of 30 seconds, there are other factors to consider, many of which have been mentioned by others, but are worth mentioning again countless times.
Healing Signet has no cast time, as it is a passive heal. If you have pvp’ed at a high level or watched high level pvp matches closely, you will notice that players occasionally get their healing skill interrupted by various forms of CC. CC’ing a heal can mean the difference between killing your opponent in 3 seconds or 15< seconds.
Healing Signet completely circumvents this counterplay.
Healing Signet is not as susceptible to poison compared to many other healing skills. Most warriors play hambow these days, and with hammer+longbow burst skills, it is relatively simple to cleanse 3 condi/10 sec, thus, it is unlikely your heal will be poisoned continuously. Active healing skills, however, can be fully poisoned if your opponent predicts your heal and poisons beforehand.
Healing Signet heals you from the moment you start taking damage. This is a huge deal. Most classes do not gain anything from their healing skill until they activate it, and even if they try to activate it, there is the possibility of getting interrupted. If your heal gets interrupted and you die, you have gained NOTHING from it. A warrior with Healing Signet will get something out of it from the moment they start taking damage!
The downside to this is that you could potentially get focused hard and get killed in a matter of 3-4 seconds, in which case Healing Signet doesn’t heal you for more than 1,5k hp Fortunately, warriors have relatively high base toughness and vitality. With plenty of access to stability, it is also hard to burst down a warrior this quickly. Or, just bring endure pain and it is very unlikely to happen.
With the above mentioned points in mind, I see no reason why Healing Signet should heal anywhere near as much as activated healing skills. When you choose Healing Signet over active heals, you choose the safe route. You are not as vulnerable to counterplays as players who use active heals. Less risk should mean less reward.
It is worrisome that Healing Signet, in its current form, even made it into the game. What troubles me more is the suggestestion of decreasing the passive by 8%, and intend to make the active strong enough to use over the passive heal. I seriously hope the devs will make the active very appealing to use in certain situations, and I also hope they will lower the passive heal amount by 20-30%. Anything above that is too great reward for a passive heal.