The improvements do make it easier to get back to the other people on your team if you die.
The rest of this is general feedback, so might not be what you’re after.
I just can’t get any enjoyment out of them. I think they’re the worst thing about this expansion and I hope you don’t include them in future. I hate timed content and I hate PvP, so maybe they’re just not for me.
It’s a boring grind against a weird timer for a tiny chance at a reward. There’s no gameplay, it’s just smashing through mobs as quickly as you can.
The most reward I got was a lucrative mission for some green mail trousers. I checked the AH and there were seven other pairs on there - lowest price was ~300g.
It’s a pointless time-gate to do five different islands when there’s only three each week.
Would like to queue from anywhere, not the table.
No one uses dubloons to buy stuff on the boat.
2 Likes
I’m mostly doing the islands for the weekly cap and that’s it.
I’d pretty much love to get that title from the meta achievement, but it’s nearly impossible due to the PvP related achievements. PvP islands are only winnable with “bring the right classes”. It’s absolutely frustrating to always get matched against boomkin, lock, dh which masspull farm with dps on the run. Sometimes there where islands where such a group had 8k+ azerite in roughly 2-3 minutes whilst we were still fighting the first 2-3 groups with 2k azerite collected.
So for the meta achievement with title: Pls remove the pvp related achievements from it, as it only depends on the right classes.
Additionally quests on the map should not be visible directly from the start of an island. It’s just simply not fair when 2 quests appear directly and the opposing fractions ship. Make questitems visible from the start and quest NPC later on, maybe at around half the amount of needed azerite found or so.
The second thing which bothers me most is that you aren’t able to target specific drops and it comes down to simply grinding as many islands as possible.
Coming to alts the requirement of 5 different island completions to get your next ship researh level simply sucks. It should be accountwide or “complete 5 islands” -even if u get assigned 5 times the same one in a row
The last annoying thing for me is the sheer difference between the ammount of dublones needed and the amount of dublones that actually drop. To hope for a sack of dublones and afterwards hope that it procs more than 2-4 is too much grind for me.
Personally the idea around island expedition ist quite nice, but the actual playstyle of “farm as much azerite in the shortest time as possible” failes to deliver the experience of “exploring” an island and “discovering” things.
2 Likes
Pros:
-The treasure map is a nice feature, it adds a layer to IE that was missing.
-More invasions are nice, it seems faster paced, before IEs sometimes grinded to a halt waiting for invasions.
Cons:
-Can’t target rewards anymore.
-Weird overtuning on heroic.
-Not rewarding enough/Too RNG.
-The pacing feels a lot better now. No more waiting for the AI to catch up so you can trigger the invasion. I have even seen a double invasion a few times, that is cool.
-Removal of targeted rewards is the worst change to IE for me. IE went from something fun to do every week, to yet another boring zergfest. Before 8.1 you had to look around for the right mobs, dodge ones you didn’t need, plan ahead, keep on your toes to maximize your chance for loot. Now it is litteraly kill everything in sight. No plan of action, no strategy, just mindless zerging. That’s not fun. The thing I liked about IE, was there was no “right” or “optimal” way that someone wrote on a webpage, that everyone has to follow, like in instances, that for me have become incredible tedious. Every dungeon is 100% the same as last time, and now you made IE that as well. I don’t even care if mobs are rare or not any more.
-A few pets, most were duplicates. A few xmogs.
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Additional stuff:
-I think the treasure map rewards needs a tuning. It feels like a gut punch to have your weekly treasure map be AP or Residuum. I would very much seem those removed. Also the bonus rolls on the treasure map shouldn’t always be AP. If the mission is for xmog, the bonus roll should be for another xmog. The gold one should give gold as bonus. Pets and mounts are fine with AP as bonus reward.
-Dubloon rewards are too scarce. You can litteraly get your treasure map without getting a single Dubloon. A dubloon pouch (2-4) should be standard for winning, with a chance for a sack (5-8) or a bag (9-12).
-There should be 30-50% chance of getting a green xmog for winning. There is like 120 green xmogs in there, I think I have gotten 5 in around 250 runs.
-Add another vendor that rotates the rewards from IE, so that every week he sells 1-2 of the green sets, 1-2 blue xmogs 3-4 pets and a mount for dubloons.
-Tone back the CC. Unavoidable CC that leaves you right in a big cone attack that Oneshots you, is not fun.
-Retune the difficulties. Normal should be for leveling and fresh 120s. Heroic should be for the average player (teamwork should not be expected in heroic), Mythic should be for organized team of well-geared players (teamwork should be crucial here).
-I understand why you removed targeted rewards, but trying to a reduce a minor issue, you created a much larger one. Before 8.1 I would sign up to a Heroic, run around looking for the mobs I needed, and not caring about what my team did. I have never had any real issues with other people having different goals in the IE. People just did their own thing, because most people could solo. It was a much more enjoyable experience.
-Remove vote kick feature. Last night I experienced this for the first time. Joined an IE in progress, which was weird as our team was ahead. A few minutes later I realized why the first player “left”, as I was kicked as well. Haven’t exchanged any words with the other 2, I helped increase our lead by another 1000 or so AP, but got kicked as soon as the CD was over from the first poor guy they kicked. The worst part was getting a 30 minutes deserter debuff for being trolled.
-Let us sign up to the Island we want from the table, and let people sign up to a random IE from the groupfinder.
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Bonus idea.
-How about once in a while you arrive on an island where there is some turfwar going on between the different races. On the map you will then see that the eastern part is a pirate zone, the middle is Mantid and the western is the Trolls. You can then target one of these races to “help” by killing the other races, and your rewards would change and increase based on who is the dominant race left on the island when you are done. So if you kill the Mantid and Troll, you get an increased chance of pirate loot. Then based on how well you did, you get an increased chance of loot as well. So if the island is 80% controlled by pirates at the end, you have a 80% chance of a rare xmog/pet/mount.
TL;DR: Please don’t make IE yet another mindless Zergfest, let us target rewards, make rewards more obtainable, less unavoidable deaths and chain CC.
1 Like
The overall gameplay of expeditions has definitely been improved in 8.1. The change to mob spacing is by far the best part, since now it feels like you can navigate islands smoothly without constantly aggroing unwanted mobs. The new events help to vary things up a touch as well, though I think more could be done with these.
I’ll echo the general sentiment that rewards are still too inconsistent to make the activity feel satisfying. Every item that can drop from expeditions should also have a BoP version purchasable from the doubloon vendor, and doubloons should always drop in a relatively consistent amount from each win. RNG rewards are fun when they’re the icing on the cake of something that’s already satisfying, not when they force a dice roll to be the make-or-break factor for whether an activity feels rewarding or not.
In conjunction with the above, the consumable vendor at the beginning needs a rework, since doubloons don’t work well as a currency for both long-term rewards and short-term power spikes. I don’t know if the game needs even more disparate currencies (just going back to the justice/valour system would solve so many of these reward structure problems, honestly), but that would be a quick and simple fix. Alternately the current consumable items could be taken off the vendors and scattered around islands as pickups from rares or as diablo-esque shrine buffs.
The other big thing I’ve noticed with islands since 8.1 is that they either seem to have had their difficulty buffed, or they employ some kind of aggressive ilevel scaling to stop players from overgearing them. I don’t know if this was in place before, since I took a pretty lengthy break from islands after launch, but it feels super lame to return to islands after weeks of gearing up a character only for mobs to shrug off my attacks just as easily as they did before. One of the most fun parts of a game like WoW is the feeling of power progression, which ties in directly with the incentive to pursue better gear and keep on playing. The more scaling there is in the game, and the more difficulty bumps we see with each new season of content, the more vapid and temporary that feeling of power progression becomes, which in turn undermines the whole loot progression system. I bring this up because I feel like it sets a really bad precedent to keep extending this philosophy into more areas of the game. Scaling tech works really well in an environment like mythic+ when it can keep raising the cap on difficulty/rewards for those who want to keep pushing further, but in casual content it sucks a lot of the fun out of one of the core reward schemes of the genre.
I didnt really notice any off the changes.
Heroic difficulty seems a bit high in difficulty, if you consider it is a puggable level, I have been in a few and its 50/50 if they succeed or not.
The main issue with the expeditions is that the reward is not on par with the world quests so unless your a mount collector there isnt much incentive to do them.
Encouraged by the Blue post few weeks ago that “higher difficulty islands have better rewards” I decided to try mythic islands last week for my quest. I’ve got 4 dubloons for the first, nothing but AP for the second, and 1 transmog green for the third.
Then I went on my alt and did the weekly quest on heroic, and I actually got more loot (1 ap quest item, 1 pet, 1 green transmog).
At the moment, it seems completely pointless and unrewarding to try mythic islands unless the reward rate is consistently higher.
It takes longer to complete a mythic island because you need to gather more azerite, enemy team actually has more abilities (especially cc, they will try to stun lock you, grip you, disorient etc.), they will always rush the azerite extractor and the mobs hurt enough you can’t just mass aoe them. Currently I don’t see the point to venture into mythic island ever again if the rewards are mostly in-line with heroic.
Things that imo should be improved:
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rewards, especially on higher difficulties, you made it impossible to target anything, and often you barely get anything at all, I wanted to farm the mounts but at this rate and these odds it’s fool’s errand really and waste of time
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dubloons, I have the alleria / boat research for more dubloons and I can’t visibly see the impact of it, there should be an indicator when the trait procs and you should not end mythic islands with 0 and 4 dubloons drop respectively, this is a completely pathetic amount that discourages me from buying any of the “consumable” items for clearing islands if I ever want to save enough for buying the vendor pets and mounts
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enemy NPCs, they should follow similar rules as player characters do, afaik they get damage buff so they kill mobs faster, the dk’s blood shields are humongous and I wish my dk would get similar ones in m+, the hunter pet can charge stun you every 5 seconds while no player has such an ability, you interrupt a caster and they don’t get school-locked and can insta recast after, etc., another case of programming mobs to be stronger not smarter
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mobs are really programmed to annoy you rather than promote smart play, and I mean things like large ground aoe effects that make it impossible to run out of the moment you spot it unless you have a speed-up, mobs that constantly root / stun / disorient in excessive amounts, you want to make mobs that are not pushovers but can be dealt with normal gameplay, take example from motherlode trash, it has plenty of casters, ground effects and aoe but it feels fair, you wipe if you misplay it, and not because you didn’t run out in 1,5 second from 30 yard sized circle with faint dust on the ground indicator that is often hard to spot on low particle density (with projected textures up still), or you were rooted / stunned in it.
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I’ve heard the best gameplay for islands is nowadays take 1 kiter who’s gonna take mobs away and rest of the people mine and loot chests, this is silly but I imagine it works when you made mobs not rewarding to kill - this should be changed, you should feel rewarded for killing rares
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give us some hope we can actually get the toys / mounts that are bop, rng, low drop chance, and completely untargettable atm, either make them tradable (even if people will charge millions for the mounts it’s still something), or put them on a vendor with extra dubloon cost, or let us “farm” towards them in a way or another, or up the drops across the board, I haven’t gotten any toy or mount since islands opened in BFA, only transmog greens and pets (which can be traded anyway)
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the treasure map is not very fun with the randomness of it and -50% starting penalty and long duration mission, we have only so few followers nowadays to send missions out and few equipment slots on them (I’m chain sending missions since 8.1 and still didn’t unlock second equipment slot you added), locking followers for a day so they can bring me 5k gold and fail the bonus feels unrewarding, tbh I wish I had a choice which mission pops where, but I don’t, and I can’t pick for example 20 titan residuum on my main and 5k gold on alt, I get it the other way around and it’s very disappointing, I’m not really motivated to do islands on alts for the mission because they might not even have enough resources and good enough followers to be able to send it
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it’s still not fixed that aggroed mobs that go “yellow” and deactivate because invasion spawned don’t drop aggro, you’re stuck in combat and have to go back and find out which yellow mob is keeping you in combat
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worst part is, the islands are not fun, rewards are next to non-existent, mobs are annoying with oppressive cc and excessive aoe, you have to rush rush rush instead of explore because anywhere above normal difficulty the enemy team can easily outrace you if you don’t take the optimal™ approach, the orbs for killing mobs don’t even heal you to full only about half hp which means you probably don’t want to fight them toe to toe unless you have a group with a tank or healer or buy consumables, dubloon vendor and dubloon drop rates discourage you from using the consumables, shrines are designed in a way you better not click anything unless you pre-looked them up online (no indicator on tooltip what they do and some have really bad drawbacks and no way to get rid of it since it’s a debuff not buff), also from what I heard the more gear you have the more beefed the mobs are? so people with low gear find islands easier, which is really counter-intuitive in a gear-driven end game
2 Likes
I have done close to 3000 of these now on all difficulty levels and these are my thoughts
How have the changes felt?
Better mob density and variation of mob
Difficulty feels a bit too high on heroic and above
Have things improved?
See above
Has anything gotten worse?
Mobs have been buffed too much on heroic and mythic with too many one shot abilities
Too much cc from azerite mobs and their stupid shields, these mobs feel like they have been added just to troll and slow us down
Enemy players sometimes just will not leave you alone, their cc’s seem to have no cd or dr
Doubloon and reward drop rate has been nerfed
The randomness of drops is also worse, i did 10 mythic wins and all i got was 2 pets and 3 Doubloon bags, i have also done countless heroics with zero rewards
What rewards have you been getting?
Pets, quests and tmog, however since the afk islands were fixed it feels as if all difficulties have had their loot nerfed
As a mount collector it would be nice to actually be able to work towards getting the mounts, it feels pretty hopeless at the moment 3000+ runs in and i only have 1/9, if i have to run 27,000 to have a chance to get all 9 i will probably unsubscribe
Put them all on the vendor and at least make each victory guarantee some doubloons, i would happily continue running these if i had something to work towards
1 Like
The spreading out of mobs is a bit better, but overal the experience is just not fun.
Yes, but it went from ‘bad’ to ‘not good’.
The actual islands themselves are not fun to do because there’s no sense of exploration or discovery. You look for mobs and you kill them. It might as well be an empty textureless box.
The actual grinding of the mobs is boring.
The feeling of ‘I have to do these’. Because of the weekly quest. Is it nice that the reward is better now? Yeah. But we still have to grind this unfun content. Which is not good.
Dropwise not much. A few dubloon bags and I believe 1 battlepet (which I already had). I still feel like the droprate is bad. And the difference in droprates between difficulties is silly too.
As for weekly quest rewards; so far only the 5k gold one. Which is fine with me.
Overal; it’s better, but it’s not GOOD. It’s still unfun, grindy content. It needs that sense of exploration. That sense of adventure. Why not have actual treasure chests through puzzle events on the islands (with actual rewards in them, not AP)? Why not have a scenario type event on an island, with small cutscenes and such. Make it feel like an actual expedition to an undiscovered island. Stop making it about the AP. The AP is NOT interesting because the Azerite system is NOT interesting.
2 Likes
On topic of AoE: Instead of massive amount of frustratingly overpowered CC, there should be more creative ways. Weren’t islands to be an experiment? Then experiment! Some random ideas:
- a buff that gives anyone around them X% avoidance (VISIBLE BUFF and its AoE)
- a passive that gets the mob stunned on direct hit over X damage (gives utility to hard-hitters)
- “unstable” buff that makes a mob immune to AoE but it explodes on death, damaging everything, including other mobs
- health link
Well, here we go.
The changes have mostly been positive. Efforts have even been made to kill two birds with one stone by adding the mission map to the weekly reward. Which means I’ll actually be using the table for something…
The only negative change was making dubloons the currency to buy the new stuff from the vendor with, which made it unlikely that anyone would bother to use them for the powerups on the islands themselves. A separate currency should have been introduced and we should have gotten some of it in the mail from Flynn for services rendered.
As for the current state of the islands:
They still feel like content that would fit a loot-based arpg better than WoW.
All the islands feel like the same island, which gets old, fast. The reasons why similar things work in arpgs are things like variable movement speed, damage types, resistances - different mechanics which you have to adapt to. In WoW it doesn’t really matter if the troll is casting a fireball or a vrykul is casting a shadowbolt, my reaction is the same- hit the interrupt button.
The end of the island/loot aquisition is extremely unsatisfying. You get a pop-up where the loot is shown one by one and get booted out.
A chest and the option to queue for another expedition with the same people would be much better.
Speaking of looting. Looting is fun. Picking up a gray item and a few silver feels good.
This is being taken from us. Mythic+, Warfronts, Islands…
Do you know what else those pieces of content have in common?
I feel absolutely knackered when I do them for any extended period of time. Why? No breathers. The counter hits 0 and you don’t stop until you get the aforementioned unsatisfying popup. (Mythic+ has the chest, so, yay!)
The inconsistency of rewards is something that can be frustrating.
Doing ten island expeditions with nothing but AP and then getting a pet, a transmog, a rep item, and a bag of dubloons in one is… ugh. I’d rather get less rewards more consistently.
And what’s up with islands being by far the best source of AP in the game? That doesn’t affect me that much, but I honestly think that kind of design philosophy leads to player burnout.
3 Likes
Delete this “content” already.
2 Likes
okay i feel like i need to add my piece here.
i think the community itself is being wrong here. a solid 30% have it right. the rest just care about getting something shiny to put up with flawed content.
most of the community loves m+, to put it a better way i love m+. the ability to go to a dungeon and to play my class that i enjoy in an environment that is only as challenging as i make it, is a fun concept for me. a piece of that enjoyment is the prospect of gear at the end of it ofc but the main bit is killing the mobs doing stupid big pulls and “winning” by completing it within the time.
island expeditions (IE’s) dont follow this concept. they have no loot rewards at the end, the only thing is AP which you don’t get to see, you don’t get to hold it just vanishes in to your neck never to be seen again. with this in mind, i don’t think adding extra shiny’s to the content will make it enjoyable. sure it will cover the wound a little but that doesn’t make the cut go away.
personally i think you need a way of making the community connect with this content. if you want to go down the mount route or pet route (which non of your “serious” players normally care about, talking about the mythic raiders) you’ll force players to go in to content just for the AP reward making the reward system completely invalid. meaning if the players don’t enjoy what they are actually doing in the IE they feel like they are being forced in to content that they dont want. sure some of the community would be happy going doing mini dungeon-esk instances to get there toys, pets and mounts. but the rest of the community will be wanting to kill themselves.
the content needs flavour. it needs fun. my thoughts are IE’s feel artificial, so why not make that the benefit. why not let the players be powerful? why not let them have fun? those guys are in the IE collecting this super powerful mineral yet they are getting chunked by some crocodiles super powered frontal cone.
my point is, no matter how interesting the mobs are its not fun unless you can enjoy beating them. if the content is designed now to be easy or to easy to win. why not make the players do stupid things to win them. for example, you kill a big lightening elemental. it grants you a buff that sparks lightening on mobs around you. there are many ways to go about this. adding more toys/mounts is just an insult to the players that enjoy playing the game not having a shiny mount.
1 Like
The Expeditions are probably the single piece of content I would not mind being completely gone in the slightest. The experience is almost as mind-numbing as running old raids for transmog, except the latter have a much more measurable/tangible chance of getting a nice item from them. The changes made in 8.1, except the addition of new islands… perhaps it is just me, but I do not really seem to see any except maybe a slightly slower pace required to win. I could run in circles around the topic, but to put it shortly - we run around the islands for… no actual purpose. Azerite Power can be gained much more efficiently doing actually engaging content. Drop rates of vanity items have been just above abysmal. In the last two months I ran perhaps 4 expeditions because, to put it mildly and to use a real life reference, I can do an extremely repetitive activity on a production line and actually get paid for doing it, with a tangible reward (albeit low) - IEs feel like doing the same for pennies -and- a chance at actual salary.
Also, as they are clearly intended as one of the ways to level, it would be nice if they dropped (at least have a measurable chance to drop) an actual gear items at 110-119 levels, as in pure theory it is possible to enter level 120 below 200 ilvl overall - I have seen a Guardian (!) Druid at level 120 with barely over 40k HP, and the character did not have a resurection sickness.
The base idea is not fun, and slapping RNG rewards on it only makes it not fun and frustrating. They are the content I enjoy least in the game and really feel like a chore to do just to get an RNG chance at a decent follower mission.
I truly hate them.
4 Likes
Expeditions are awful content.
The only reason the vast majority of people do them is because of the rewards.
Trying making fun content, then you won’t have to bribe people with AP and shinies to do it.
6 Likes
Without knowing the changes i only really noticed directly those big chunks of azerite directly at the start.
Now for the dubloons.
I don’t know if it’s because i kept checking after each game if i received some, as there are now rewards to use them for, but it felt i got far less then normal
Most games i got nothing, some i think i got some directly added to my currency tab (i was unsure, but i think it increased by 2 without getting coin bag), and over 20 games i got 2 coin bags.
Other rewards:
After 20 Islands (with 2 characters 1 did 12 HC, other did 8 normal), i got 1 green 310 item and both characters got a quest item to turn in somewhere in azeroth.
Overall still some points:
The quests are still bit vague to me. I don’t feel like i got the time to read, check what i need to do.
Some mobs hit WAY to hard compared to rest of island, most of times they are the casters.
It’s like you are pulling 10+ melee mobs and kill them without much trouble and next you pull a pack of regular mobs but with 1 caster he kills your group.
As for the big rewards…never seen 1. but im unlucky always
I was honestly hoping for a total revamp of IEs. They are boring - the gameplay is boring. Adding more rewards doesn’t make them fun. I really was hoping for those to offer some kind of MOBA gameplay but it’s not even remotely what I got. Instead it was a boring repetitive grind of mobs and ores offering only braindead gameplay.
1 Like
A/ Gameplay:
Since the release of 8.1 i noticed the following:
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The islands are a lot harder then pré 8.1. Are they tuned already for the new gear or maybe there is a ilvl scaling in place? Anyhow, its a lot harder… period.
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The enemy AI and the npc’s in general are using a lot more CC’s.
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The new azerite mobs are a pain in the a*s… Ping ponged around 24/7, getting shields, mass stuns… Whoever developped this, did not test this, or if they did, should be fired.
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The enemy AI is just annoying, Sneaky Pete once blinded me for over a minute straight, nothing i could do about it, but just cry and scream at my screen.
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Lots of bosses / NPC’s on mythic have a AOE that 1 shots you. Ever got stunned by a crab and got 1 shot by his or her frontal cone? So much fun…
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Ever got feared by a group of yetis for 30 seconds straight? So much fun… Whenever that happened, i just lol’ed at my screen, i could not even be angry, just like… WTF???
In conclusion 8.1 is more tedious and annoying to play.
B/ Rewards:
Before the “secret unannounced AFK hotfix of december 22” the amount of rewards i got was very good, maybe even to good, like 1 piece every mythic on average.
After december 22 the rewards got nerfed so hard into the ground its not even worth it.
Will we ever see a blue post what was actually changed that day?
C/ Dubloons:
Post 8.1 the amount of dubloons got nerfed very hard. They should be 100% on a win.
Pré 8.1 i levelled a druid: got 80 dubloons from 110 to 120.
Post 8.1 my 117 shaman has 25. Rofl.
D/ Solutions / fixes:
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Tune down the difficulty and 1 shots.
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Dubloons on every win, also make them ACCOUNT WIDE.
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Put dubloons as a reward for WQ’s and follower missions (like pet charms).
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Put all 9 mounts on a vendor for like XXX dubloons each. The fact you cant target these and without a 3rd party website you can’t even possibly know if you can even get them this week in the first place.
I dont care about the mogs / pets on a vendor. I actually like selling and buying on the auction hous, but please, mounts needs to be on a vendor.
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Let us purchase the boat boosts with order recources, nobody is buying these anymore. We are all saving up our dubloons.
2 Likes
overall it’s better, less stress, more coop., people tend to stick together more than before as they have just one, same goal.Nothing is worse IMO.
two things -
- remove vote kick, it deosnt help anything just might cause problems and anger. Kicking for no reason and 30 min deserter defuff…
- consider adding account shared currencies for all account wide rewards.If mounts, pets, heirlooms, BoA flasks etc are account wide why you force players farming those currencies on single specific alt ? I like go IE but with different classes and for Blizzard it should not matter if I spent SAME TIME there with one character or with three different characters.
I think they have become more fun after the patch. The things that I can point on that made things better are:
I like that they are seem slightly longer so that there is more time for something different to happen. Before the patch we were done before some additional forces stormed the island. Now I get to see that. There is also time to find a portal or other neat stuff now.
The small trash is the most boring so good that there is less of that.
Maybe I do get more rewards now but not sure. I don’t care about that stuff anyways.
When they became longer, we also had to do fewer to cap the weekly quest. That felt suitable. I wish the mythic would be queueable without a group too, so I could make it even longer. The island becomes more and more fun the longer it goes. As first you just clear mindless trash.
The most problematic part are healers. They always feel like they drag the group down. The healing orbs make them basically useless. I think a solution for that was that the healers dps increased with maybe 10% for each healing orb we take. That way they may be on +100 % at the end of the dungeon. If we abuse it maybe +200%. I am not sure about the values but it could make it more fun to be a healer and also feel less punishing to get one in your group.