Warrior:
Our changes for warrior focus on providing telegraphs to stronger skills and to reduce the passive benefit gained from Healing Signet.
- Healing Signet: Reduced the passive heal by 8%.
- We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.
I think you are looking at Healing Signet in a strange way, it takes little to no skill to activate a healing skill in PvE, as interrupts are not going to be an issue most of the time. The beauty of this skill is that you sacrifice burst heal for upkeep HP income, thus having to adjust your play to never need a burst heal i.e. active play.
IMO what signet needs, if something is a worse active (longer recharge), a health-gain cut of or sharp scale down when your HP is high and possibly a slightly higher HP/sec when on very low HP. This would make activating the signet at any given time a bit harder to call; when on low HP you would still hesitate to use the burst heal because of the higher HP/sec if you manage to keep alive using other skills, while on high HP the only way to reach the 90% scholar-bonus would be to pop the signet and be left without a heal for a while.
The problem with it currently is the fact that it takes no skill to equip it, it constantly heals EVERY second and hardly anyone even needs to use the active thanks to all the blocks, immunities, movement skills and everything they have.
This change will do NOTHING, a 8% nerf is a slap in the face to everyone except Warrior because you can bet the active will be buffed my more than 8%
What it needed:
Passive: 25% nerf and i a BIG increase on the healing power needed to make it great
Active: Increase the active by 50%
Cooldown: to be adjusted
Boom. Sorted Even a 25% nerf on the passive is still going to be healing for like 300 PER a second. Could even make it 1,000 health every 3 seconds. Which would roughly be what it will be after the “nerf” anyway.
Yeah it takes no skill to equip it as is, I agree 100%, but I do think The general idea of giving up burst heal/boons/condi removal for upkeep HP does not have to be implemented in a way that promotes passive or unskillful play, and that buffing The active is, in a way, to give up on that entire concept.
That is why I think that for example making The signet passive tick only when under, say 50% HP, would make more sense to me.
Also keep in mind that unless the balance of the whole game is entirely changed making a skill totaly depend on healing power is the same as removing it from the game for most end-game PvE players.