Eh…This is dangerous ground. The game isn’t meant for people to be healed and not die. Each support is potent in their own way, I feel, and to make killing a character even more frustrating just because a support is around…
I said this before on the heal station change thread. People HAVE to die, damage HAS to be meaningful. If we boost, for example, ambra’s healing effectiveness, we could have a setup where we have those two supports, plus two tanks like montana and ISIC, plus a character like deande/oscar to push out lanes and steal shards. You have two extremely high damage - high health characters who aren’t being pushed out of fights, or even lanes, being massively healed by a miko, who already does this job well, and an ambra, who can now…keep up with a miko? Or even just be a notch or two below him.
Miko is an oddball because he can work really hard to stall a character’s death out, and can effectively refill someone’s health without them going back to base. That role needs to exist in a game, yes, but I don’t think we should start giving every support the ability to just refill health like miko can. Kleese can do it with the only reasonable helix choice at that level, but not really in combat due to his health, and I think that’s fine… But boosting reyna’s heal so she can effectively restore someone’s health back to full, or ambra so she can match or be a notch below miko in mid-combat healing/post combat refills…
Fights have to end, people have to be down if they take enough damage, even if it doesn’t kill them. I think something unique about this game is that you don’t need a “support character”, at most you just need someone collecting shards and building stuff, which is support enough. I don’t have to have a miko, reyna, kleese, or ambra on my team to succeed. And saying that characters need to have their healing boosted to reach miko levels of effectiveness at that one job is…I can’t agree with it. At all.

