previously the ability was working as intended, because why design things that dont interact with the rest of the tree?
why create talents in the class and spec trees that are static and in a bubble not affecting other talents and abelites?
changing it to grant a fixed value isn’t “increase the healing of regrowth by X” its “you heal for an additional X when you cast regrowth”
so no, there is no clarification here, the ability strait up does not do what the text implies.
Live text
“Store 5% of your damage, up to 20,759. Your next Regowth consumes all stored damage to increase it’s healing”
the healing isnt even part of the same ability anymore.
what it actually does now “Store 5% of your damage, up to 20,759. Your next Regowth consumes all stored damage to trigger the additional bonus heal up to 20,759”
with no chance of critical heals or being affected by heart of the wild. versatility or any other power boosting effects in the tree
over a 5 mins and 40 sec single target engagement with the Tanking dummy (and some of that was pre loading a full protector of the pack on the cleave) the heal from PotP was dead last in healing. Brambles did more healing… a single healing potion healed 60% More than 8 Protector of the packs combined.
so in summery, the tool tip is now very miss leading as a result of the change.
the effective power is 1% of total healing.
how is a CAP STONE ability that bad? you get more healing value out of the the top row of the tier 2 talents.
a 1% increase to total healing is = to 1% verse. except verse gives .5 Damage reduction.
its not even close to what it was bringing to the table for bears.
and even when it was bringing something decent to the table. a niche bonus, Bears were still at the bottom of the list of tanks.
a 60% increase to a minor heal in a vacuum isnt substantial in any definition in comparison.
Why nerf the worse performing Tank by a “substantial” margin?