Originally Posted by Hamlet
I kind of like the heal that maintains a constant total regardless of number of targets, rather than requiring 6 targets to get full value, because of the flexibility to use on a tank or other single target.
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THIS!
From a design perspective, it really would homogenize the big raid CDs to the point where there would be more equity between the healing specs. It is definitely a challenge to both create differences in flavor while keeping different healing classes similar enough that one doesn't have huge advantages over the others or one being far behind the others. Add to this the 25 v 10 formats, 5 man dungeons and different scales of pvp and you have a recipe for a near impossible challenge.
Maybe the lesser of all evils is to handle the big raid wide CDs the same or nearly the same between the healing specs. Making Tranq, mushrooms, circle of healing, uplift, <insert various large healing CD> too good in one format or terrible in another, for lack of a better word, sucks.
In any case, as far as mushrooms double dipping on mastery, they do double dip in the sense that they charge faster with the more mastery you have and do more healing the more mastery you have. But they're also double dipping from spell power and crit in the same way. Ultimately, since they're capped (from a charging perspective), they don't double dip in the amount of healing they can spit out.
I'm not sure if the following changes would make mushrooms OP or not but I like the idea of taking the placing of shrooms off the GCD but putting the popping of them back on the GCD and possibly the RE-placing of shrooms keeping the stored healing. It would still take time to physically move them to a new spot but would actually make them useful in the sense that you don't have to plan 45s in advance and rely on 9 or 24 other people not messing up by being out of position. The range on mushrooms is just so small that it's hard to hit people with that heal. My knowledge of the other healing specs is a bit limited but I don't think there are any other abilities that are so narrow in their range of effectiveness. Possibly monk mastery orbs are but I guess I look at that altogether differently. Ultimately, it won't make a difference how much healing they CAN do if no one is in range of the heal.