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Healing Move Nomeclature

We all know that move names in JWA can be confusing, but the healing moves are probably the worst culprits in this confusion. Take the new “group heal” for example. It’s a normal priority move that heals the entire team 1.5x your attack stat.


This is actually consistent with most other healing moves. But then the move “heal” should just be a normal priority move that heals only the user 1.5x their attack stat, right?

Nope, it’s a priority move, even though no part of the name indicates that.

I propose a minor overhaul of the names of healing moves so that they actually make sense.

Each name will consist of three parts, indicating the priority, the intensity, and the targeting of the move. So the name would be “Priority Intensity Target Heal”.

Priority: This would indicate whether the move has normal priority or activates instantly (like instant charge).

No epithet = normal priority
“Instant” = advanced Priority

Intensity: this indicates how strong the move is, i.e. how much it heals.

“Lesser” = heals 1x attack stat
No epithet = heals 1.5x attack stat
“Greater” = heals 2x attack stat

Targeting: this indicates which dino(s) are healed by the move

No epithet = targets only the user
“Group” = targets entire team
“Emergency” = targets single team member with the lowest HP

Emergency is kinda weird, since it currently indicates both the moves target (the teammate with the lowest health) and it’s priority (having advanced priority). I chose to separate it out for clarity, and to allow for less confusion for potential future healing moves (e.g. a move that targets the teammate with the lowest health but has normal priority). “Emergency” could be kept as an indicator of both, since some “Emergency Heal” moves get a bit wordy, but I personally like it better this way.

So with these naming rules in mind, how does this affect the current move names?

Heal → Instant Heal
This move heals the user for 1.5x their attack stat, but has advanced priority. “Instant” has been added to reflect this.

Group Heal
This move has normal priority and heals the entire team for 1.5x attack stat. This name is fine and does not need to change.

Lesser Group Heal
This move has normal priority and heals the entire team for 1x attack stat. This name is fine and does not need to change.

Emergency Group Heal → Instant Group Heal
This move has advanced priority and heals the entire team 1.5x attack stat. The Intensity and Target are fine, but the “Emergency” becomes redundant since the entire team is targeted anyway. It would get replaced by “Instant”, indicating the priority.

Emergency Heal → Instant Emergency Heal
This move has advanced priority and heals the lowest HP teammate 1.5x attack stat. The only change here is adding the “Instant” to indicate the priority. If “Emergency” is used to indicate both priority and targeting, the name does not change.

Greater Emergency Heal → Instant Greater Emergency Heal
This move has advanced priority and heals the lowest HP teammate 2x attack stat. The only change here is adding the “Instant” to indicate the priority. If “Emergency” is used to indicate both priority and targeting, the name does not change.

Lesser Emergency Heal → Instant Lesser Emergency Heal
This move has advanced priority and heals the lowest HP teammate 1x attack stat. The only change here is adding the “Instant” to indicate the priority. If “Emergency” is used to indicate both priority and targeting, the name does not change.

With these changes, not only do all the healing moves follow a consistent naming convention, but it makes it easy to come up with and name new healing moves. A move that heals the user for 1x their attack stat without priority would simply be “Heal”. “Greater Emergency Heal” could still exist, but it would now describe a variation that doesn’t have priority, allowing you to Heal for more damage immediately following hard-hitting attacks. You can even have stuff like “Instant Lesser Group Heal”, a move that instantly heals the entire team for 1x attack stat. These new healing moves could even replace existing healing moves on some dinos for more variety. With this consistency, hopefully healing moves would start to make a lot more sense.

Bonuses! Swap in Heal and Minor Heal On Escape

These moves do a good job of describing when the move activates (upon swap in or on escape), but not the intensity of the heal. Their names could change to reflect this.

Swap in Heal → Swap in Lesser Heal
This move heals the user for 1x their attack stat. “Lesser” has been added to indicate how much damage is healed.

Minor Heal On Escape-> On Escape Lesser Heal
This move heals the user for 1x their attack stat when their opponent swaps out. “Minor” has been changed to “Lesser” for consistency. Swapped around the word order to match some of the other “on escape” moves.

Bonus bonus: Adrenaline Pulse
This is the only move in the game (found on only one dino, Postosuchus) that heals but doesn’t cleanse. Which is ironic, because it used to cleanse before 2.0! If Adrenaline Pulse did cleanse, it would be a move with advanced priority that healed the user for 1x their attack stat. An appropriate name would be “Instant Lesser Heal”.

Extra bonus: Refresh
Speed Increase aside, the healing aspect of this move heals the user for 1x their attack stat without priority, so it would just be described as “lesser heal”. So maybe this could be renamed to something like “minimal speedup lesser heal” (although it only increases speed by 10% for two turns, and Minimal Speedup Strike increases it for three)? Honestly this name probably doesn’t need to change though, but it would help you remember how much the move heals for.

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Perfection.

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