First, let me apologize that I am unable to view enough similar forum threads of similar (or not) suggestions for how to make healing power or healing in general, better/different.
I’d like to open up with that some people still insist or try to make 100% healer role play styles. I understand that that is not possible and its best to mix tactics and stats around for better to best results.
However, event and combat credit for those that try to stay off to the side flinging support (healing, buffs, and non damage related effects) grow disappointed that they do not get that participation check, or if they do, its not frequent enough to be noticed. This is 50% hearsay, 50% myself.
Lets look at healing power itself. In most respects, its exactly as power, only applies to just healing related skills. In a lesser aspect, skills have fairly low ratios, specially over time effects even though that is justified. When one person tries to heal self, and this is his or her first time playing, he expects the self heal to recover 75% of thier hp in dangerous situations and take 30 seconds to repeat. What currently happens is a 40% hp heal with very wide range of downtimes from 15 seconds to 45 OR a 80% heal over 3 to 6 seconds on a 40 to 60 seconds recharge.
Next lets look at synergy stats. Toughness is favored for defensive importance and role, its a no brainer and it works together with healing power and vitality for increasing survival balancedly. However, healing cannot crit so precision and ferocity is limited to just damage. Then vitality doesn’t quite work in healing’s favor, more health TO heal after all, which would be fine if it wasn’t hard to “catch up” to begin with.
Effect stacking is my final topic, there’s a comfortable amount of mixing around we can do… except for conditions but i have trouble keeping up with news and thats a completely different topic. A single guardian or elementalist fully dedicated on healing, can only at most heal 7% hp/second with combined sum of effects towards others. Less if passive and hearsay a bit more if active. I do not remember if those mentioning active combined healing took in account for cooldowns or not. I do know that the strongest single AoE utility or trait sourced heals recover about 4000 health to self (or 7000 to others) under maximum conditions.
[Gentle] Solutions, at least two out of following would help:
- A heal in a certain area count as hitting mobs towards participation credit. If this already happens, then its unoticable for most people that have been complaining or battles are too fast (blame those that stick to “zerkers”).
- Enable healing to crit. This sounds strong but its nothing compared to some more zealous suggestions i’ve heard. Just grant half benefit of precision and fero, for balance related comfort.
- Give everyone 10% vitality added to healing power, or 5% power and vitality is added to healing power. Why am I suggesting this? To give more stat spreading comfort and to help healing “catch up”, all while at same time being very small (max from vit is 270 rounded up from this alone).
- Increase all healing over time/trigger by 1%, all utility/trait based healing that can affect others by 5%, and self heals by 10%. (most likely lesser degree for final mention).
[Extreme] Solutions :
- Remove ferocity and in its place give crit related stat for healing that isn’t over time (such as healing signet or regeneration boon). This would require a lot of work merging effects such as half of precision is old fero, and new fero is just a copy of precision in effects but for healing.
- Add half of player’s level to a multiplier for all healing. I’m not sure where this came from but sounds kind of high, reason its in this category.
- Double all healing, this isn’t happening but its what i heard asked.
- Remove healing power and use power for increasing healing effects. I can see where this is coming from but it breaks too many things, yet it’ll simply a lot in both good and bad ways.