Revamp healing surge
Remove healing based on adrenaline level
Remove filling all adrenaline
Remove/change the scaling per adrenaline level to a flat .75-.8
Have it grant 3 adrenaline every 2 seconds while off cooldown.
Have it heal at a level 3 adrenaline base level no matter what.
Just my opinion on what they should do with it.
I agree that it needs to be changed, but I have no certainty with what either of you two suggested. What I know for sure is that in PvE it’s only worth using for the purpose of restoring adrenaline after an eviscarate… but since I use Arms I most of the time, I lose precision from not having healing signet equipped.
For PvP, I still think it’s less viable than signet. I don’t care for the PvP on this game as much because of how there isn’t any consequence to failure (shrug, I’m bored. I want to risk-fight), but I can easily imagine a situation in which I’m sitting at roughly half health, use healing surge and take a semi large hit soon after by surprise. It seems like it’d be a lot easier to get stuck in a position where you can’t do anything to survive whereas healing signet not only is consistently mitigating condition damage but alleviates the problem of being stuck in a position where you have to wait X amount of seconds until you aren’t sitting at an uncomfortably low amount of health.