Personally I think the healing rate was fine before the relaunch and it is still fine. Great, you can heal at more than half your HP with one heal. Then again, why are we monks in the first place? It's to heal others. The half amount of HP we heal for ourselves can do.. like what? 30% to other classes? Any less healing for ourselves and we're dead. Since the new Lavalon is extremely difficult now (one shot of his fire breath takes out 75% of my HP) the rate is FINE. With other boss monsters at f4, they take out maybe half?
Then again, I don't like to PVP. So meh.
Yeah, I was speaking from a PvP perspective, mostly... But not entirely.
First, for PvP: If you stack health, you can easily heal about 15-20K+ damage per Instant Heal (and that's not taking into account the fact that Instant Heal can now get to Level 10, which is supposedly 85% of caster's max HP) -- and that's total overkill in PvP. The real issue is that in PvP, it can take a loooong time to chip away at a player w/ decent gear -- especially sorcerers, who benefit from an extra 30% damage reduction on top of all the other DR available (and every attack and all the MP that was used to do that chipping becomes wasted as soon as a heal is applied). Add that to the fact that Instant Heal only has an 8-second cooldown (AND monks have access to Wide Heal, which, w/ Casting Acceleration, is nearly an instant cast w/ an even shorter cooldown, healing 70%+ of a caster's max HP), and you're looking at a class that can tip the scales in any battle like a sack of bricks, just through healing ability alone (especially if the monk's teammates are smart and help keep them alive so they're available for healing when necessary). Oh, and let's not forget Slow Heal (which can now get to Level 10) and, if you really want overkill, HP Restore too.
In PvE, you really shouldn't have to heal too often at all, except occasionally for boss fights. Lavalon's breath, well... His attack patterns are pretty darn easy to read, since he turns his head in the direction he's going to aim long before he unleashes it, so if someone gets hit, then more often than not they just weren't paying attention.
I'm not saying we shouldn't be able to heal massive amounts of HP, but that kind of power should have a slightly longer casting time, a higher MP cost (monks more or less never run out of MP), etc.
Ultimately, maybe they ought to just increase the cooldowns on heals so we have to use them more sparingly, or, as I suggested earlier, nerf the heal amounts a bit. IMO, the current heals are just unnecessarily OP for PvE and imba for PvP (and I say this from the perspective of someone who absolutely loves the class and has made it his main from day one, playing since THQ*ICE's open beta). Again, that's my opinion. But there it is.
Edited by Rimmy, 06 November 2010 - 05:19 PM.