Fiddy wrote:
David Zych wrote: Would it help if Divine Intervention was an upgraded form of the relic mass heal, i.e. replacing it rather than in addition to it?
Relic:
cast Lv1-2 as FA (this is the best thing ever please don't change it!)
1/game heal all others 5hp (number subject to change)
Legendary:
cast Lv1-2 as FA (or maybe Lv0-2 as I think Fiddy suggested)
+1 RP, +1 RS
1/game call for Divine Intervention
This is based on the previous draft of Divine Intervention as an unevenly-randomized all +5 / all +10 / all +18 & one raise / all raised and healed. The part I like best (and the part that would entice me to actually craft a legendary rather than stopping at relic) is the overall ~50% chance of getting at least one raise; it won't bother me if the specific healing numbers need further adjustment.
I did in this example reduce the relic mass heal to match the lowest tier of Divine Intervention, so the legendary can never perform worse. That's not an absolute requirement for me personally to be happy, but I consider it a nice design feature.
Also: it's unclear to me whether or not the relic mass heal receives the Cleric's spell +healing bonus (as a pool of course), and also whether it counts as a spell for Linked Shirt of Healing / Key of Healing / etc. At this moment I lean toward Divine Intervention NOT being a spell, and so for parity the relic mass heal also NOT being a spell, so the number-balancing can be done based on fixed values instead of having to take into account "what if the whole party is already kitted to max out Soothe Wounds?" We'll see if this opinion gets me branded as a heretic by my fellow clerics.
Honestly though, if a party is already kitted out to max Soothe Wounds, would one more spell really make that much difference? This party has clearly made some tradeoffs in order to do that maximizing. No Eldritch Kilts, gave up a Charm slot, I forget what else...
Fair point. Maybe it's not a big deal, but I guess I'm trying to anticipate the objection that "healing everyone +X is way OP because in a lot of circumstances +X might actually be +Y, and Y is way too much, so in order to keep Y under control we'd better make X tiny, or else not have Divine Intervention at all" because either of those outcomes would make me sad.
I'm excited about Divine Intervention, and I want it to be inherently awesome on its own merits!
Questions of heresy aside, I'm curious what you think of the general concept of bringing back Divine Intervention as a drop-in replacement upgrade for the relic heal? Would it help with your sense of being underwhelmed?
If that was an issue, then you should also hope the extra Restore Spell doesn't get used on Soothe Wounds.
I see what you mean, but I'm far less concerned about that, for the very simple reason that if TPTB did decide that 2xRS:SW was OP, none of the solutions to
that problem would require getting rid of Divine Intervention.
I would also say that:
1. using RS this way is an additional tradeoff (opportunity cost of not using it for a damage effect) on top of the equipment tradeoffs you already mentioned above
2. if someone feels RS:SW is OP, then I think someone's real beef is with SW and not with RS
3. if we did nonetheless want to prohibit 2xRS:SW, just require the extra RS use to target a new ally (I had proposed this at one point for an earlier draft of the Cleric Rare, because it also encourages more variety of teamwork)