ArenaNet:Skill feedback/Monk/Healing Burst/Archive 1

ZamaneeJinn's Issue -- 04:04, 1 March 2008 (UTC)
Discussion
 * Issue
 * Useless skill. Not good for relieving pressure because of small AoE, and not good for spike healing because of touch range.


 * Suggestions
 * make it an interesting spike heal by removing touch range.
 * make it useful to alleviate pressure by changing its functionality to:
 * "You and all allies within earshot are healed for (attribute:Healing Prayers)" 5[[Image:Tango-energy.png]]3⁄4[[Image:Tango-activation-darker.png]]8[[Image:Tango-recharge-darker.png]].
 * this would turn it into a balanced alternative to LoD (which would have less healing, more recharge and cast time, but a wider AoE.)

192.168.1.1's Issue -- 09:21, 10 April 2008 (UTC)
Discussion
 * Issue
 * Limited use, touch range makes it limited in the most ideal of circumstances. Needs more utility, since Healing Prayers is lacking in this.


 * Suggestion
 * Make it like a Blessed Light with small packets of healing for a range of allies. e.g. "Target ally loses 1...1...2 hexes and 1...2...3 conditions. For each hex or condition removed, that ally and all nearby allies are healed for 10...30...50. This spell has half the normal range." This looks incredibly overpowered and feel free to flame me for this, but I am adjusting the energy and recharge time to compensate. Healing Prayers does need a utility skill! (15e/0.75c/15r)

A. von Rin's Issue -- A. von Rin 13:39, 10 April 2008 (UTC)
Discussion
 * Issue
 * Same as ZamaneeJinn's Issue.


 * Suggestions
 * "Elite Spell. Target touched ally and all allies within earshot are healed for 30...126...150 Health. If more than one ally was healed, you lose 5 Energy." (Increasement of range makes it a viable an nice balanced skill!)

Word of Healing is better and cheaper

 * Issue
 * Recharge time makes it useless.


 * Suggestion
 * Reduce recharge to 4 seconds. The conditional energy loss should be enough to prevent spamming of this skill.

Shai Meliamne's Issue -- 15 June
Discussion
 * Issue
 * 1. It's first use is the same as Healing Touch - but depending on the divine favor not or not much stronger, while having a higher recharge
 * 2. It's second use is the same as Heal Area - but with a bigger area, while having a weaker effect and a longer recharge
 * Both Heal Area and Healing Touch are rarely used (patly because of the WoH buff) and that also makes this skill prety much obsolete.


 * Suggestion
 * 1. Reducing it's recharge will solve part of the problem and will probably change this into a niche skill (something I don't like, but at least then it's not underpowered anymore)
 * 2. Increasing the area of the heal, so it can be used prety well in builds that use a lot of wards. Although A-net doesn't want passive defense, this would be something that makes this skill much more powerfull and may see use then.
 * 3. Just increasing the heal of this spell might make it viable - especially as a self heal (for instance for wammo's, although I don't like to encourage this, it will make this skill more usefull)
 * 4. Changing the effect could be usefull, although that may give some other issue's:
 * -Change the range of this spell from touch range to full range, so this becomes a more powerfull healing ribbon without it's downside of the need to heal more than one ally to be worth the energy - this may still be underpowered, but it may see some use now.
 * -Make this a party heal that heals all allies below a certain percentage (75% or so) and then lose 1 or 2 energy for each ally healed this way. It will basically be a pre pre nerf Light of Deliverance with a slight downside (additional energy cost). In this case the healing and recharge might have to be redone tho.