Why does priest's "Spiritual Healing" talent work differently than every other similar talent?

Now, I’m a mage and don’t have any priest alts. I have no dog in this fight, and if anything it benefits me to have this talent broken the way it is since it makes priests more likely to spec power infusion… but I cant in good conscience sit by while a talent remains so obviously broken.

For anyone that doesn’t know, the Spirtual Healing talent - which is an expensive 5pt tier SIX talent - only affects the base healing amount of every healing spell, providing absolutely zero scaling benefit from +healing. This makes the talent absolutely terrible, as any priest with a healthy amount of +healing would gain less than a 5% increase to healing from the talent instead of the 10% stated in the tooltip.

For a clear explanation see this testing video:

https://www.youtube.com/watch?v=m8xkEDQLR6U

As a mage, this mages zero sense. We have a tier six talent that also costs 5 pts and also is a 10% spell boost (to fire damage) … yet it has always scaled with +damage so it always provides a flat 10% damage boost to fire spells. As it should. Being 5pts so deep into a tree should provide a substantial benefit. So by what logic should healing be treated differently? It makes no sense to give virtually no reward for such a heavy talent investment.

I’m not sure if it’s simply because ‘thats how it worked in vanilla’… but that excuse is unacceptable considering how many other changes were made to fix how things work (e.g. improved windfury totem, world buffs affecting ranged AP).

Has there been any explanation for this? Any investigation into the topic?

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Actually quite a few talents like that. Druid has one in the boomkin tree, paladin has one in the improved Seal of Righteouness, and also I think Renew has this problem too.

Its by no means unique, and honestly if they fixed it they would have to change the spell damage coefficients to re balance the game.

Every damage talent works the same way! It’s the base damage or base healing of the ability listed in the talent that gets the % increase per rank. This is why a warrior’s Improved Cleave looks so good until you realize it’s only on the bonus damage cleave does.

Every damage talent works the same way!

not true at all

That’s a terrible example. Improved Cleave very clearly states “increases the BONUS damage of cleave”. It has never stated “Increases the damage of cleave”

Meanwhile Enrage increases total damage by 25%, not just base weapon/ability damage. 2H Spec increases total damage by 5%, not just base weapon/ability.

This makes no sense. It already works correctly for spell damage. There’d be nothing to rebalance.

Every healing class’ talent like this only affects base spells. Damage talents may be different.

Maybe I did not explain good enough, ill attempt again to explain a little differently.

For this example I am just making up a spell, this is for illustration only to point out why the game would need to be rebalanced to reflect the increased output.

Here is the equation we will use for illustrating the point.

Base Effect + (Spell power X Coefficient)
1000 Base Effect + (500 Spell power X .75 Coefficient) {Before talents are selected}

  1. Lets say the spell is a single cast spell like a shadow bolt, and there is a talent to increase the damage by 20% because its a simple number to figure in. In this example the talent will add to base damage.

(1.2 X 1000) + (500 X .75) = 1575 output.

  1. If spell power were to also scale with the talent as you are asking the equation would need to work a little differently.

(1000 + (500 X .75)) X 1.2 = 1650 output.

As a result of greater output, the game would need to be re-balanced to account for that added output that simply did not exist before TBC when spells were changed to reflect in the way you are asking.

Again I cannot stress enough that the above numbers are for illustration only and to keep things as simple as possible while only illustrating the difference between two ways of calculating Talented spells.

I dont think you even know how spell talents work, because you apparently believe they work differently than they actually work.

The mage Fire Power talent adds 10% damage to ALL damage, base and spellpower from gear combined. If your untalented fireball with gear does 1500, the talent makes it do 1650. You’re saying the game needs to be rebalanced if it were made to work the way it already works, which is what makes zero sense. I’m saying it makes no sense to work one way for damage and another for healing.

/sigh…

Was talking about this, not fire mage.

I only used a single effect spell to illustrate because its 10X easier to explain.

Yes it’s a deep talent, but the talents were designed around the fact that did not benefit spell healing, but instead only the base amount. Renew also shares this same fate, and do a number of other talents that simply do not scale with spell damage or healing.

It’s almost like these classes and their talent trees weren’t totally coordinated because they were made by different groups of people. Oh wait… they were.

Shaman’s purification talent works the same, only increases the base amount of healing.