Greeting, healers! Healer’s Quest released about 2 month ago, and many of you sent me feedback about what they thought about the spells balance.
Full notes
Full Healer's Quest update
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What changed
0 fixes0 additions2 changes0 removals
Balance
Gameplay
changedGreeting, healers! Healer’s Quest released about 2 month ago, and many of you sent me feedback about what they thought about the spells balance. It’s now clear that some spells received more love from the players than others, and some of them are seen as poor choices. As the game is widely considered to be on the hard side, it make sense to leave the powerful spell as they are, and give some love to some of the weakest (or less used) ones. The following balance patch has been made to give more relevant options to the players, hopefully making new builds viable in the highest difficulties. I’m looking forward to your feedback, so please don’t hesitate to tell me your thoughts in the forum. Enjoy healing! Speed The base mana cost per second is reduced by 2 points (10 →8). The mana cost upgrades have been modified accordingly, further reducing it to 6 and 4 instead of 8 and 6. The increase of the heat gauge while using Speed is now only 65% of the old value. This means Speed will take longer to become less efficient, and “Burnout” will happen much less often. Heal First line Base mana cost reduced by 1 point (8 → 7) Base healing increased by 1 HP (9 → 10) It is now clear in the description that if one of the front line allies is dead, the ally behind him will benefit from the healing (which was already the case before the update but was not mentioned). Immune Base mana cost reduced by 2 points (6 → 4 mana) Taunt Base mana cost reduced by 8 points (20 → 12 mana) Shield Base mana cost reduced by 2 points: 20 → 18 mana Mana cost upgrades now reduce it to 15 and 12 instead of 17 and 14. Bless Base mana cost reduced by 2 points (20 → 18) The mana cost reduction upgrade now put Bless’ mana cost to 8 instead of 10. Strength All passives which boost the critical strike chances now give +4% instead of +3%. Maximum amount of bonus critical strikes chances is now +25% instead of +20% The passive which boosts Super Move damage now gives them +33% damage instead of +25%. The sorcerer’s Super move now correctly benefits from this damage boost. Heal The boost upgrades now give +7 HP when a boost is performed instead of +5 HP The secret upgrade for which you need to upgrade Boon
changednow gives +12 mana instead of +10 when a boost is performed
Healer's Quest changes
changedGreeting, healers! Healer’s Quest released about 2 month ago, and many of you sent me feedback about what they thought about the spells balance. It’s now clear that some spells received more love from the players than others, and some of them are seen as poor choices. As the game is widely considered to be on the hard side, it make sense to leave the powerful spell as they are, and give some love to some of the weakest (or less used) ones. The following balance patch has been made to give more relevant options to the players, hopefully making new builds viable in the highest difficulties. I’m looking forward to your feedback, so please don’t hesitate to tell me your thoughts in the forum. Enjoy healing! Speed The base mana cost per second is reduced by 2 points (10 →8). The mana cost upgrades have been modified accordingly, further reducing it to 6 and 4 instead of 8 and 6. The increase of the heat gauge while using Speed is now only 65% of the old value. This means Speed will take longer to become less efficient, and “Burnout” will happen much less often. Heal First line Base mana cost reduced by 1 point (8 → 7) Base healing increased by 1 HP (9 → 10) It is now clear in the description that if one of the front line allies is dead, the ally behind him will benefit from the healing (which was already the case before the update but was not mentioned). Immune Base mana cost reduced by 2 points (6 → 4 mana) Taunt Base mana cost reduced by 8 points (20 → 12 mana) Shield Base mana cost reduced by 2 points: 20 → 18 mana Mana cost upgrades now reduce it to 15 and 12 instead of 17 and 14. Bless Base mana cost reduced by 2 points (20 → 18) The mana cost reduction upgrade now put Bless’ mana cost to 8 instead of 10. Strength All passives which boost the critical strike chances now give +4% instead of +3%. Maximum amount of bonus critical strikes chances is now +25% instead of +20% The passive which boosts Super Move damage now gives them +33% damage instead of +25%. The sorcerer’s Super move now correctly benefits from this damage boost. Heal The boost upgrades now give +7 HP when a boost is performed instead of +5 HP The secret upgrade for which you need to upgrade Boon
changednow gives +12 mana instead of +10 when a boost is performed
Greeting, healers! Healer’s Quest released about 2 month ago, and many of you sent me feedback about what they thought about the spells balance. It’s now clear that some spells received more love from the players than others, and some of them are seen as poor choices. As the game is widely considered to be on the hard side, it make sense to leave the powerful spell as they are, and give some love to some of the weakest (or less used) ones. The following balance patch has been made to give more relevant options to the players, hopefully making new builds viable in the highest difficulties. I’m looking forward to your feedback, so please don’t hesitate to tell me your thoughts in the forum. Enjoy healing! Speed The base mana cost per second is reduced by 2 points (10 →8). The mana cost upgrades have been modified accordingly, further reducing it to 6 and 4 instead of 8 and 6. The increase of the heat gauge while using Speed is now only 65% of the old value. This means Speed will take longer to become less efficient, and “Burnout” will happen much less often. Heal First line Base mana cost reduced by 1 point (8 → 7) Base healing increased by 1 HP (9 → 10) It is now clear in the description that if one of the front line allies is dead, the ally behind him will benefit from the healing (which was already the case before the update but was not mentioned). Immune Base mana cost reduced by 2 points (6 → 4 mana) Taunt Base mana cost reduced by 8 points (20 → 12 mana) Shield Base mana cost reduced by 2 points: 20 → 18 mana Mana cost upgrades now reduce it to 15 and 12 instead of 17 and 14. Bless Base mana cost reduced by 2 points (20 → 18) The mana cost reduction upgrade now put Bless’ mana cost to 8 instead of 10. Strength All passives which boost the critical strike chances now give +4% instead of +3%. Maximum amount of bonus critical strikes chances is now +25% instead of +20% The passive which boosts Super Move damage now gives them +33% damage instead of +25%. The sorcerer’s Super move now correctly benefits from this damage boost. Heal The boost upgrades now give +7 HP when a boost is performed instead of +5 HP The secret upgrade for which you need to upgrade Boon
now gives +12 mana instead of +10 when a boost is performed