Quote Originally Posted by Shurrikhan View Post
I mean, feel free to bind/siphon additional healing potency-per-minute specifically to attacks as you wish, but that seems a separate issue.

Which seems like the better fit for what should heal more on Sage: Greater total damage in the given spell, or solely the numbers of hits it has? Effects being arbitrary, should the big lazer animation Pnuema heal for less than a bunch of wispy little muted shots via, say, Smínos Melissón ("swarm of bees")?
What if we changed the big laser to a barrage of (maybe medium-sized) lasers, doing 4 hits and 4 instances of Kardia healing? Granted it would heal more than the laser currently does and have some awkward damage potencies, but that can always be adjusted. Nobody said that the spell needs to look whispy and little just because it's multi-hit.


Quote Originally Posted by Shurrikhan View Post
Is there something you specifically want from a dichotomy where some skills may deal more damage (via fewer hits) but others heal for more (via a lower total damage but more hits)? EDIT: And does that seem like a healing/damage priority lever that you want to create specifically in that way?
What I want from this Dichotomy is simply more spells and abilities that interact with Kardia and funnel more of our current healing through that mechanic, be that through increased healing from proccing multiple instances or changing the function of what it does.
Spreading it to the party, increasing it's healing potency or maybe even converting the Kardia healing into a barrier are what comes to mind right away, and you could then choose on which of your skills you want to use those modifiers on.