Kiazz -> RE: =OS= What would YOU like to see? IV - READ THE FIRST POST (3/7/2014 3:30:15)
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Yes, that's a way to balance it. The more turns it takes, the less damage there is every turn, and you charge 10 energy every turn, allowing you to completely neutralize it. Greater heal's power lies in the fact that it can be used more often, due to its ability to be used every turn, but the one turn reduction drastically lessens its ability to be spammed. Every step you take back, DoTs take forward. Greater Heal only costs 5, true, but light doesn't have other things that can justify its nerf. In context, the most powerful DoTs of each element are allied with things that balance it out; shatter with ice wall and freeze, mountain strike with petrify, stonewall, earthquake, and crush, storm and electric arc with energize, corruption with iron hide, counter attack, and shield, etc. Your healing spring point isn't a good example due to the fact that water has an energy booster in fresh start whereas light has none. It's 5 for 800, but for a heal each turn rather than a heal AFTER two turns. If greater heal did that, it would be fine as well in my book, but light doesn't have an energy booster to justify it nor the power to spam it, due to the limit of two and the fact that it is inaccessible with CC, unlike healing spring. Holy strike is one of the best attack cards, true, on par with bash and thrash. But good attack cards don't always mean the best offense. What are you healing for, other than to stall so that you can kill your opponent with offense (ice stalls for shatters, earth stalls for turns that they'll fully use, neutral stalls for corruptions, etc.)? Holy strike, in comparison, is just not as powerful in terms of offense to justify the drain in energy from healing. Holy strike costs 5, and with three, you already have 15 taken from your energy pool for healing. You can do one or the other, but 5 for 700 is in no way comparable to 5 for 1000; effectiveness. Therefore, you'll probably let DoTs run their full course or be murdered by the DoT due to your opponent's shield/block/counter of your "simple" attack. In higher levels, DoTs run their full course more often due to the longer battles. The best heals and simple attacks, sure, but they don't measure up to the DoTs of other elements. Your list just proves that other elements are more effective than light due to greater heal's nerf with context, so I'm not sure what you're trying to say. I still stand by what I said, that the elongation into two turns of greater heal was unnecessary and have made a whole element that much less relevant.
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