You can clearly tell who are divine/healers and who are not. You can tell who the tanks are, and who are not. A lot of times people don't realize how much work goes into keeping an entire group alive, or tag-teaming raids, especially pugs. People only care about having a full hit-point bar and don't really care about what it takes to make that happen.
Over the updates, we have been seeing HP, DPS, and Offensive spellcasting getting buffs. We have seen people max hit points going from upper 300's was good and well to now people over 1k. And what has happened to healing? It's remained static or gone down. How does this make sense to anyone? I have seen my heal spells' effectiveness dropping, both on a literal sense (losing 50-100 or more hit points per cast) and a figurative sense (I now heal a percentage of their health instead of all of it). Why are we seeing that healing spells (in particular, the bread and butter "Heal") are getting suppressed?
I don't understand why healing has been targeted, and why our SLA's are being debuffed when arcane SLA's are being amped up. Are you trying to force us to buy SP pots? Or trying to get us to quit playing divines? Because that's what it feels like. I love my clonk, but it's getting old how everyone's power level is ramping up exponentially (Really? 10,000 temporary hit points???) and we're still stuck back at our pre-U13 levels. No love, indeed. And don't get me started on FOM or the light spells/SLA's.
Here's an easy fix: Remove the level caps. Period. A level 11 throwing a heal down would restore 110 HP, just like a level 25 cleric would restore 250 hp, base. Just like a level 11 fighter isn't going to have 800 hp, but a level 25 fighter would. Or, as another option, just turn it back into D&D 3.0 version of heal: All but 1d4 hp. Problem solved, no need for spell power at all!![]()