Spell:
All healing spells in general.
Suggestion:
Lower the amount of heals that healing spells can give, or make them heal more but on a ridiculously long cooldown so that they're a 'one and done' type deal. Now that mana is essentially infinite and there's no management involved, healing and sustain is getting to the point that it's incredibly powerful. Sustaining against damage and taking out your enemy via death-by-one-thousand-cuts is incredibly effective now- too effective, especially with shields and the new Conjurer style. You don't have to worry about mana or anything at all, really.
In fact, with most sustain builds, your opponent is actively punished for coming to you. Nature, for instance, gives you huge heals and summons with decent enough damage that come after an opponent as soon as you're attacked. Just sit back and let your autoaimed attacks tear apart your opponent while you heal for huge chunks of HP.
All healing spells in general.
Suggestion:
Lower the amount of heals that healing spells can give, or make them heal more but on a ridiculously long cooldown so that they're a 'one and done' type deal. Now that mana is essentially infinite and there's no management involved, healing and sustain is getting to the point that it's incredibly powerful. Sustaining against damage and taking out your enemy via death-by-one-thousand-cuts is incredibly effective now- too effective, especially with shields and the new Conjurer style. You don't have to worry about mana or anything at all, really.
In fact, with most sustain builds, your opponent is actively punished for coming to you. Nature, for instance, gives you huge heals and summons with decent enough damage that come after an opponent as soon as you're attacked. Just sit back and let your autoaimed attacks tear apart your opponent while you heal for huge chunks of HP.