Please lower the overhealing of the Blossom of Amirdrassil trink

Great trinket, super powerful, just overheals a TON because the proc is so powerful.

It would be a lot better if the proc was 30s and half the strength. Can we see this change?

I am frequently seeing ~70% over healing on this trinket in most content

I’m going to ask a really dumb question and I apologize ahead of time. I’m not familiar with how the trinket works or anything, so I’m trying to learn about all of this.

If it’s a free heal from a trinket, what makes the overhealing issue? Is it because it’s poorly distributed before the overhealing or something else?

I’m not well versed in these sorts of things anymore, so I’m sorry if that’s a stuoid question.

So the trinket can proc every 1 min (it puts a debuff on you)

As soon as you heal someone under 80% it will heal them for a significant percentage of their health over a short duration (around 50-60% of most peoples health) and then if they are still injured after the heal a HUGE absorb shield for like 60-70% of their health

Otherwise if they get healed to full when the HoT expires, a new HoT to 3 people for a substantial amount (roughly 25% of their health)

Most of the time the primary heal or absorb are overheals since they proc on someone who drops below 80% but is not in real danger

It would be better to lower the threshold from 80% down to 60% or to reduce the effects and increase the frequency

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In terms of healing, overheals are basically like padding dps in a way. It’s healing that doesn’t matter. It makes your healing look higher, but what matters is effective healing, or the healing that is done to people actually missing health

It’s a much more relevant metric for healers compared to overall healing (although that’s still important)

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Thank you for explaining that so well! :dracthyr_heart:

I think a lower threshold would work better. 80% is nothing.

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I mean when i use to play a healer in raid, i would rather i over healed, than under healed.

Maybe its just me, but the whole point is to keep everyone alive with minimal down time, and i always did that. Over healing or not.

Guess i was just an uninformed healer doing my job?

LOL.

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It all depends if you run out of mana before the end of the encounter. If you overheal without going oom, no problem. If you do, start looking.

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Agreed and I think this aligns better with their design rather than a 30s blossom (Although that probably wouldn’t be bad either)

But yea it just kinda procs too soon on people who don’t need it

Otherwise it’s an incredible trinket and heals a TON but I’d like it to do more useful healing if possible

Ok cool, that explains it.

Never went oom, so i guess i was doing my job.

Thanks for clarifying.

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That makes more sense to me.

Ty.

Yea dude it’s doing like 6-9M per dungeon (5.5-9.5% of my overall healing) which is incredible but with a 70% overheal it’s only okay, still good but less good unless scenarios where people constantly sit below full health (ex. Larodar)

For reference for non healers:
0% overheal is incredibly rare but incredibly good, only happens on like really good absorb abilities (ex. when the absorb gets fully eaten up every time)

A really optimal healing spell will have over healing between 15-30% health meaning that when it heals it almost always heals someone missing health and no more

A good healing spell like 30-45% overhealing, the majority of its healing is on people missing health

Most just spam and forget spells fall around 50% overhealing, hots like Renew, Etc will lots of time be active on people with full health but the point is that when people drop you have passive healing going on, so seeing 40-50% overhealing in logs is typical for a lot of spells

Anything over 50% overhealing needs rotation and/or design considerations

That would be nice even better just make it one tenth the strength because healing should not be about what trinkets you are wearing at all (just their ilvl ideally)

Gotta get risky and let people linger in that 50-60% health bracket :wink:

I completely disagree — I think all of the different trinkets are so exciting!

Juggling througput vs. healer damage trinkets is a lot of engagement…

I’d love to have a Suncallers / Augury for M+ but that wouldn’t be great for mythic tindral I’d definitely want a trinket that does millions of free healing for that fight!

Plus since it does free healing I can dps instead which is cool for fist weaver!

I understand your point though and that’s why on use primary or on use secondary stat trinkets are interesting too → using them boosts the healing that YOU do with rotation

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I just don’t like bothering about getting specific trinkets. I had that complaint with Rashok’s trinket as well. If it were like a guaranteed trinket from a quest - that is fine go ahead and balance healers around it. Otherwise, I want all the trinkets I can wear to be close to equal so people can feel ready and good no matter their luck. If they were all equal in overall healing and DPS and mana contribution that is fine too and I don’t mind if it’s active or passive in that case.

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I agree and think that they should be situationally bis.

For example, the Sapling trinket from Larodar is super cool mechanically, it’s effective throughout wise but situationally BiS. Think about like the healing adds on Fyrak, theoretically a healer could use the Sapling trinket to solo a group of those 5 adds — and that’s very flavorful and cool.

Healing is different than dps specs because it’s not so much about overall throughput (as all healers can do more throughput than what is needed) — but more about situational BIS and resource restrictions as mentioned by

Maybe trinket X and trinket Y both do the same total healing, but maybe the Sapling trinket has a better healing profile for dungeon A than dungeon B, as there might be some specific encounter where 5 cleave healing burst is ideal

THATS ideal healer trinket design — when you can swap trinkets and not lose on overall healing BUT have situationally BiS trinkets that have unique effects that shine in specific scenarios

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I know I will sound like a party pooper, to be honest I just want to put on a random trinket that drops, forget I’m wearing it, and be very close to bis.

Hahaha no that’s not party pooper at all!

It should be like that design wise — they should all be relatively equally spread out in terms of power, some clearly better than others, but on average roughly even without any optimization, so anyone can equip them and feel good to heal (this allows more healers to do M+ which is better for the community)

But then with like situational optimization, some healer trinkets should definitely stand out and make them cool so that healers who really understand fight mechanics and their healing profile can use trinkets to parse harder than the others

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They should just convert it into an on use trinket (with 1min CD) so you have more control over the effect.

Keep in mind that healers have to deal with a spectrum of players. Not everyone is playing with competent players that dodge mechanics and use defensive. Sometimes you have to heal idiots don’t move out of the fire, and it’s unlikely you over heal that.

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Nah I don’t like the over abundance of on use

There is definitely a niche for cool proc effects like this

Biggest problem with proc vs on use is capitalization, it’s hard for most healer specs by design to capitalize on procs because there aren’t many proc based healers

The whole point of sexy proc trinkets is to have your own procs that can be “fished” or “banked” for when the trinket procs happen

If I can store some procs up to a count, and prevent over capping, and pool any other resource (such as energy for rogues) and then when a trinket procs be able to use excess resources and procs during that window —- this is incredibly engaging, rewarding, and powerful

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