Originally Posted by Lord BEEF
Yeah it's pretty clear that when compared to circle of healing, wild growth should be somewhat more efficient, provide more total healing, but take more time to do so. It needs to be tweaked a bit in the other direction.
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Its bizarre, I'm unable to correctly articulate my thoughts about it because things seem so messed up and illogical.
This is even ignoring the 51pt vs 41pt argument people throw around.
WG costs 20% more than CoH.
WG heals roughly 25% more than CoH (if you ignore crit) in total.
WG requires 7 seconds to complete, and 5 seconds to roughly break even with CoH.
CoH heals at time 0.0 and incurs the GCD after healing.
The key areas to change in order to not make this spell silly are:
1) Reduce the duration.
- Somewhere in the region of 4-5 seconds would be more appropriate if it cannot heavily out value CoH.
Leaving the duration so long provides weaker numbers in general and leaving the spell more vulnerable to sniping at heavy losses for doing so.
2) Include the initial tick on the application of the spell (similar to Penance).
- Gives us a higher chance to get more of our healing out before it can be sniped.
Also allows us to reduce the time of the spell by 1 second without giving glaringly strong ticks.
3) Cost...
If it is going to be between 100-200% of the healing done by CoH (ignoring crit) then it needs to be cheaper than CoH unquestionably.
4) Provide larger increments.
- HoTs get overhealed period.
Frontloading the spell more heavily (used to be 120 difference, now 26) enables us to get the bulk of the spell done quickly while the latter half balances it out for the spell overall.
For example, I was going over some values where the spell lasted 6 ticks and healed around 1.6x the amount of CoH, this version style would require slightly higher cost than CoH:
CoH equal to 1800~
The first two ticks equal to 1400 (750/650)
The second two ticks equal to 1000 (550/450)
The last two ticks equal to 600 (350/250)
By the third tick you have just beaten the amount of CoH (1950 vs 1800) at around 1.08x.
If you have an initial tick then this is done over 2 seconds, else it is done over 3 seconds - vs 0.0 with a 1.0-1.5 second cooldown.
The 4th, 5th, and 6th tick come out at 0.58x CoH and come out roughly half of what the first 3 ticks provide.
These will be the most vulnerable to being overwritten but they are such a small amount that you do not miss out as much.
Honestly though having a 20% higher cost, a 7 second duration vs an instant, no ability to crit... these things justify far more than a 25% higher amount of healing, the 50% Koraa mentioned is still not really enough to compensate for these shortfalls it has. I'm refusing the bring the 51/41 argument on this as it is not needed as we are already at a significant enough loss.
All HoTs are taking a rather severe beating:
Flourish(WG) - as has been discussed.
Rejuvenation - diluted by having an extra tick added on base.
Lifebloom - a further round of cost increases and power reductions.
Regrowth cannot escape having an equally painful change too because of the conflicts it causes with Nourish right now, that's ignoring the Glyph as well.
I'm rather certain that RJ & LB will not get boosted back up, Flourish(WG) hopefully will get changed into something sensible.
This then leaves us with Healing Touch & Nourish to compensate for all of this and that can only result in them evolving us into almost a Priest style of healing (HT=GH, Nourish=FH , RJ=Renew) but with Circle of Healovertiming instead of CoH, RG instead of PoM/BH and LB instead of PW:S on tanks.
In this aspect we will not be able to compete with Priests because our equivalents are roughly on par with TBC versions of said Priest spells where they now have WoTLK talents enhancing them further.
I'm really hoping that I am wrong about the Priest route because I've done that style of healing before and it was dull.