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4 years ago ::
Jun 03, 2009 - 8:52AM
#81
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Date Joined:
Oct 11, 2005
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From my point of view, it's really simple. No amount of "I still have healing surges" is going to save you when the Leader is out of healing. If the party is depending on one healer and this ability (Or, help them, just this ability), then it's pretty dire to start with.
Honestly, while I sorta care that they are getting around healing surges issue, it's not that big of an issue. I am more concerned about the time it's taking them to do this then I am of the actual ability, as it's going to crush some of the timing issues that are associated with some modules. When it comes to actual combat, dying is dying, and no amount of surplus surges are going to help you make your death saves.
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4 years ago ::
Jun 03, 2009 - 11:51AM
#82
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Date Joined:
Sep 21, 2006
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Right.. it's typical effect in a mod if I had it on my swordmage right now would be +8hp to one member of the party 1/enc during the combat (when it really matters). Compared to my healing surge value of 22. As I said, Synostodweomer will swing combat more. It would be nice for getting someone off the floor and not a whole lot else. The out of combat healing breaks a key game concept but not in a way that is likely to change anything in any of my LFR games.
As a DM I don't track the PCs healing too carefully but I generally assume the PCs will start every encounter at full HP with enough HS to get through the fight. That isn't something I factor into challenging the PCs. Having full HS at the start of the final encounter will rarely make any difference whatsoever. And if it -does- happen to make a difference some particular time.. congratulations to the PCs for having the 'best' solution to that particular problem. Though I doubt it will help much more than a 'laser' cleric would.
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