Did you ever wonder why people don’t get points/score/xp for healing allies or why people take Miko just to use heal abilities for themselves, is there a connection to this phenomenon?
The problem I see is that the developers don’t support support-classes or healers in their own game enough. There is literally no recognition/benefit (XP/Points) for Healing or Shielding Allies in Story nor Competitive mode. This leads to support classes not being as appealing and to repetitive game play due to the same Character being picked all the time. Imagine the frustration of a player who loves to heal with Miko not being able to pick shim, just to see the other player not giving out a single heal to their allies.
There is a minority of players who don’t care what their score is or how quickly they reach the next Helix. The few, who simply enjoy supporting their group. With that in mind, let’s have a look at Alani:
A concept of a class that was attractive to all players - finally made a healing class fun for everyone. Easy to learn and control, with interweaving abilities like none of other characters. An overall impeccable Character, if it wasn’t for the Competitive Mode aka PVP.
Once the Competitive crowd encountered this hard to crack Nut, things got let’s say complicated.
While I agree that Alanis health pool was too big and the adjustment in the first nerf was justified, I truly believe that reducing her damage output in the second nerf has gimped the class and its fantastic design.
Alani was overpowered but not due to her damage output but rather her osmosis self-heal.
I do believe that a simple debuff should apply to the osmosis self-heal every time it is casted. This should stack 3 - 5 times and should reset when Alani dies.
Example: I assume that a full osmosis self- heal w/o gear heals Alani by 1000 HP (not correct figure)
1st Stack reduces the self-heal by 500HP (2nd heal heals 500HP)
2nd Stack reduces the self-heal by 250HP (3rd heal heals 250HP)
3rd stack reduces the self-heal by 125HP (4th heal heals only 125HP)
The debuff could be eased out by picking the geyser healing helix which would extend to 5 stacks and reduces the heal by 165 per self-heal.
In addition, I would remove the 2nd geyser helix (+30% damage to neighboring enemies) completely and replace it with a +30% heal for each ally close to it.
Obviously i would go back to alani 1.1 with the adjusted health poll and the great damage before implementing those changes.
/ideas?