This has been bugging me for ages. I hope to express my opinion that; healing needs to be somewhere in the region of double the numbers of damage.
I understand that you want to put restrictions on healing because health packs are a form of revenue. I get it, but if that’s the case remove it from the game, no harm no foul. I write this because it is in the game. One of the biggest uproar ever was the introduction of Burst healing. (that silly in game healing that disappears at the end of the game) True heal still works well but burst heal is nearly as bad a mechanic as countdown tiles or trap tiles.
True heal still works well because Health packs and out of game regeneration are an interesting mechanic, where a player is faced with the choice of do I think my half health character can get through this or will I use a precious health pack. Risk V’s Reward. Excellent simple & compelling mechanic.
So lets define it first, in this game we have:
Single target or group healing,
True heal or burst heal,
Out of match regeneration,
Health Packs
Really in game there are only combinations of the first two. Single target or Group, multiplied by true or burst. But some combos are not, nor should not be present.
Single target X True heal, e.g. Patch, Daken, OML works as intended
Group X True heal, nothing in game, would be interesting, but could be easily abused. ergo probably wont or shouldn’t happen.
Single Target X Burst Heal, e.g. Chulk, Ares etc is usually awful
Group X Burst Heal, e.g. Cho, OBW etc is vaguely helpful in some games but also usually awful
Healing is rarely as good as damage on a 1 to 1 scale. There’s a lot less times you would rather do say 10,000 single target heal, over 10,000 single target damage. More to the point, if I am facing two teams, where one has burst damage and one has burst heal I’m going in on the heal team every time. So in most cases burst damage is more of a deterrent than burst heal. The only exception may be that last PVP push where I need to win fast.
The main reason in my opinion is that healing doesn’t really help win a game it just delays the game. Nobody ever finished a game off with a heal. The other reason is elementary, to me at least. 10,000 damage carries over to the next game, but 10,000 burst heal is less effective then damage and at match end is gone.
So not only does it do less in game, it disappears at the end. Anyway my only real argument to all this, is that Burst heal would need to do double the numbers of damage to make it effective. The only burst heal I would vaguely rely on is KK. Please think about this; the reason KK is reliable and good, is 1. I’m not detracting AP from winning fast and 2. If those numbers were damage it would be a broken mechanic. As a heal it scrapes through as playable.