Okay, but you thereby then remove from Warrior ANY positive difference between its window of heal-bearing attacks and that of Paladin and consequently most of its flavor.
Now, because it's tied to, Nascent, yes, it still has a unique feature via Nascent, but that itself is more problematic for most of the game than Bloodwhetting is, as it literally doubles its healing at no cost. But even then, look at, say... Intervention. That has the SiO perk of being able to pass along a supercharged short-CD onto the co-tank as one swaps off just after having layered their CDs. Look at HoC; it has, for better or worse, 20 seconds of timing leniency on its Excog. Look at TBN; it can save low-HP allies in an emergency.
Bloodwhetting should have some unique feature. The problem is simply that it presently scales too well with AoE, not that it scales with AoE at all. Diminishing returns would be enough.
Remember also, you can absolutely do healing per action and healing per hit. 200 per action + 200 per hit = 400 vs. first enemy struck, 200 for each thereafter. This creates a unique compromise available to WAR whereby it can sacrifice some damage for a bit more healing in 2-target situations. Or, have the cure potency fall by 25% per enemy struck, capping it therefore at 4 targets' contribution, which would at least still allow it some of that flavor.
Or, scale from damage dealt, as it used to, since AoE hits for less per target than ST and doing so would also allow oGCDs, reflective damage, AAs, raidbuffs, etc., to contribute for a bit more engagement and flavor.
We're talking about the "All of you, come at me" battlefield juggernaut job here. It should be brought to balance and have only as many unique perks as anyone else, but let's not forget its themes -- just shift that theme from merely being "same but better" / OP to something more aligned with its archetype. AoE-scaling is pretty archetypical for them.



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