Kiazz
Member
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That greater heal becomes a heal after one turn again (after DoTs finish), instead of after two turns. Light doesn't have much going for it without dual-elemental-ing, other than holy strike, penance, and greater heal (and debateably, retribution). Greater heal is the only large heal it has, with penance being less usable due to the required discard and the relatively low amount you can use each turn without losing out on turns and energy. I think it was balanced before, in comparison to other elements, due to the amount of characters that currently have DoTs that can power through it with brute damage and the fact that there's only a limited amount in every deck; either one or two. In comparison, you could have 8 poisons, 8 electric arcs, etc. All low costing, with attack cards punching through. If light doesn't have healing that can combat against that damage, what does it have? The holy strike is paltry compared to the offensive abilities of most other things, and it needs it to actually win; if you can't heal over the damage, you're doomed, and most characters can deal damage over your heals.
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