No Nerf for Healer's Broach Yet?


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And the Mace of Healing. It's probably reasonable to house rule them to not work, if that's the way you prefer.

Otherwise, I wouldn't expect them to be fixed for months (Oct earliest) and probably not this year.
 

Felon said:
Does the healer's broach continue to elude the baleful eye of the great surgeless healing pogrom?

What exactly is wrong with it? It's designed to make healing better. Why shouldn't it make ALL healing better?
 

What exactly is wrong with it? It's designed to make healing better. Why shouldn't it make ALL healing better?

Some ppl abuse it by combining them both with battle standard of healing and stretch/breaks the rules so that when one person spends a surge, everyone in the zone gets a nice big handful of free healing in the range or 6-9 hp, not just the target of the original power.

I'm still of the opinion that they shouldn't work with the battle standard, as it's the zone providing healing, not the player, and the healing is typeless so it stacks, but that is an old discussion.
 

What exactly is wrong with it? It's designed to make healing better. Why shouldn't it make ALL healing better?
I suppose the same thing that was wrong with healer's lore, gloves of the healer, healing armor, and anything that got the surgeless healing nerf. Not sure why the broach was exempted from the purge.
 

WotC has been notified of both the brooch and healing weapon, alongside every other source of healing that was already nerfed, at pretty much the same time. Either intentionally or unintentionally, it was not similarly hit. Nor was the Saint epic destiny, but a lot less people probably care about that one.

The next update is not until October, at the earliest, and I'd not be surprised if there's just more important things being considered for that one.
 

I think in general they wanted to limit surgeless healing, not entirely eliminate it. Some items being left behind is fine, surgeless healing only gets out of whack when you combine it with BILLIONS of other things that also allow you to heal people without spending a surge. That's when it becomes problematic and they've more than conclusively dealt with it.

I wouldn't be surprised to see these items left alone entirely.
 

I think in general they wanted to limit surgeless healing, not entirely eliminate it. Some items being left behind is fine, surgeless healing only gets out of whack when you combine it with BILLIONS of other things that also allow you to heal people without spending a surge. That's when it becomes problematic and they've more than conclusively dealt with it.

I wouldn't be surprised to see these items left alone entirely.
This "No Homers Club" logic is fallacious. An exploit can't be reined in by narrowing down "a lot of items" to "only some items". No character's going to have a billion items or a billion slots to put them in, so surgeless healing is either a problem when a guy has some, or it's not a problem at all.

Essentially, if they want a character limited to just one surgeless healing boost, they need to come up with a limiting criterion that ensures that, like you can only get it from a neck slot item. I hope someone at WotC realizes that.
 

This "No Homers Club" logic is fallacious. An exploit can't be reined in by narrowing down "a lot of items" to "only some items". No character's going to have a billion items or a billion slots to put them in, so surgeless healing is either a problem when a guy has some, or it's not a problem at all.

One of the wonderful things about running epic games as I have, is that I can tell you from direct experience they have eliminated the problem right now. Before, you could get up ~72HP or more completely surgeless very easily. Now getting even a modest amount of healing takes a big amount of effort.

I've gone from watching PCs never spending surges because they recovered more HP than they would with a surge - for free - to having such things be a nice little "boost" for a short period. But if they want any major healing they need to spend healing surges, because all the ways of boosting surgeless healing a lot have been firmly killed.

They really did succeed!
 

I agree with Aegeri on this one. If you added everything together, surgeless got pretty crazy, but taking most of it away reduces it to a more manageable amount and actually makes the party a bit more fearful of that solo when they're not being healed for double its damage without spending surges
 

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