ok to all you fools that say you run outta mana spaming instant heals here u go
Manapots 80 mp per sec
Sacrifice 550 mana on 5 min cd but Fights only last around 1 min if that
ManaDrain at level 2 drains 400 mana gives you 400 mana back at a 10 sec cd pretty much spamable and thats level 2 as i said before YOU DONT GO OOM from spaming ur instant heals lol the instant heal needs a cd hands down if its not gona have a cast time.
Giving an Instant Heal cast time would more or less derp the whole concept of an "instant heal."
As for the CD, still against it. If it needs to be added, I suggest 3 (5 second CD at most), as well as nerfing the amount it heals. Truthfully, most instant heals are never this strong in any game. I was shocked to see this one was as strong as it was. In most scenarios, highest form of instant heal is around 500/600, not 1000 and up.
PVE wise this skill really is never necessary, at least in my experience. Primarily used for PVP.
This is just throwing up numbers. It's true that alot of games cap heals around the point where it heals 20-50% HP, but those games also tend to have builds where you can raise defense to insane levels, requiring lower heals, or raise evade to the point where you don't require many heals.
I didn't build a pure evade or defense build, but my toon was 100% linked for CB. I had 40 Dodge runes on 5 armors, I had a full set of Inaferus's Magic Dodge accessories. My gear was all enchanted to 10. The rest was pretty much attack based. In other words I had 200 more dodge than most players. A full pull in Temple still took me down to 40% hp between every single skill, and keep in mind this is a fully designed toon, which a decent chunk of its build sent to evade.
In other words, even in PVE, the defensive measures of this game are really low. Now use that toon in pvp. It builds a situation where decreasing the heals by too much, will lead to an inevitable fail of pvp.
If the pvp formulas are similar to other games, to make Dodge pheasible in pvp, we're talking about 1500 Dodge to really make it competitive. To make defense a pheasible stat, we're talking about needing 2000 defense +. I don't see either of those happening.
So, until those conditions are possible, I dont see comparing this game to "other games" to be a good idea. We need to focus more on how this game affects this game.
I personally say heal size is fine. But we need stuns and we need CD's that restrict spam, and in some cases we need cast times long enough to interrupt. There's nothing like a way to make a heal fail to make it unpredictable and fun.