[Suggestion][Balance] More effective healing spells

Hey everybody,

while everybody is rampaging about how powerful heroes are I wanna point something out, which I believe they are not good at. And that is healing.

Maybe I've missed something (I'm sick so that could be) but the only spells for healing are(with an life Archmage):

  • [tactical] the single unit healing spell - heals 8 hp +4/life shard
  • [tactical] the mass heal with one casting time - heals 8hp +4/life shard
  • [strategic] regeneration - +1 +1/life shard per turn

And imo the first two are not really worth it... I had a pretty advanced game but just one life shard... 12 hp is close to nothing as often a single enemy attack deals more damage. I believe one of the root causes is that the Evoker trait (and items with + spelldamage) don't affect healing spells. I mean I can cast a flame dart for 42 dmg but heal my own champions for just 12.

I like to go out and quest with my heroes - I don't want to stand around and wait for them to get healed too often. Also in hard fights I'd appreciate it if the life mage of my company can support the others with other spells than "Growth". I know that there are potions with some city upgrades but I mean come on it's a world of magic, shouldn't we be able to cast some good healing magic?

19,259 views 16 replies
Reply #1 Top

Thank you for posting this, i was about to do the same.

 

Reply #2 Top

I noticed this also, healing spells need a boost.

Reply #3 Top

I need a strategic healing spell other than regeneration. But yeah, healing seems to need some boost.

Reply #4 Top

Spell scaling across the board needs to be looked at I think, not just healing.

Evocate adds too much power in a handful of traits, as do spell damage % items, while shards add relatively little without those huge % boosters, and int and levels do nothing.

This creates a weird case where any character with evoker talents can cast 'full strength' nukes with if they luck into the path of the mage after taking another path, and it also makes for really sharp spikes in damage with no smooth ramp from beginning to end game.

Reply #5 Top

I posted earlier about making a specific Path of the Healer to give players the option to specialize. 

If not that, we need some balance to alot spells as Mtrixis said. 

Reply #6 Top

On the other hand, I had a game where I had 4 life shards, and that made healing one of the more powerful spells in my arsenal. Essentially, as long as healy mcgee stood far away from the badguys and had mana, armor mcgee was invincible.

Reply #7 Top

4 lifeshards is very rare happenstance. I have yet to get that many in all my games. My max has been 3 and I still felt that the spell was underpowered. 

Reply #8 Top

I agree, i love healing spells. But i rarely find any life shards and even with 1-2 the effect is way to low :(

 

I would like an % based healing....heals a single unit for 30% (+15% per shard) of its hp.

Reply #9 Top

I'd agree with a % based healing too.  But it needs to be costed well enough.  If you can heal 75% of your unit's damage every heal, it might be pretty hard to kill it.

Reply #10 Top

Definitely a % based heal would be good but not necessarily needed as long as we could get some more healing power from somewhere.

I like the notion of Path of the healer however I suspect that they may become a little useless since FE imo isn't really the game where you need a full time healer. And if that was so we need to get some bonuses on the buff spells - no shard or trait (that I'm aware of) adds any power to growth - but well to me growth is already a pretty powerful spell on its own, at least if you got the right units to go with it.

And I definitely second that we need a strategic healing spell other than regeneration - so I can heal my heroes after combat for reasonable mana costs. That would be cool - if there are any design decisions against that I'd also be interested in the reasoning.

Reply #11 Top

Another suggestion about healing specifically - I'd like to see a +X minimum or +% up to +X maximum style heal spell. That is, you cast it early in the game and you get a flat +10 heal or whatever, you cast it later in the game, you get a +30% heal up to 40 points or something along those lines.

The reason for that is +flat value heal spells scale poorly lategame, but +% spells scale poorly early game. Tinkering with the heal so it has a minimum absolute value and a maximum % value insures that it isn't useless early or late.

Reply #12 Top

Imho, a spell that heals target by % of hitpoints is a bad idea. The spell should scale by CASTER and FACTION strength, not target unit strength.

I would also like to throw in a hat in the bag, a suggestion for a new heal spell. This one would be much more powerful, BUT it would prevent the unit from being healed again by any heal spell for X turns.

Reply #13 Top

I think healing should be tied into something like level and maybe also intelligence. I think it might require some thinking to make it balanced and effective.

Reply #14 Top

Necroing this thread.  I still think healing is woefully underpowered and needs some serious boosting to be viable.

- Manii Names

Reply #15 Top

Quoting Mtrixis, reply 4
Spell scaling across the board needs to be looked at I think, not just healing.

Evocate adds too much power in a handful of traits, as do spell damage % items, while shards add relatively little without those huge % boosters, and int and levels do nothing.

This creates a weird case where any character with evoker talents can cast 'full strength' nukes with if they luck into the path of the mage after taking another path, and it also makes for really sharp spikes in damage with no smooth ramp from beginning to end game.

This