Having taken a couple weeks now to see how raids work, and how the new roles work within them, I have a humble request regarding healing. If I am using an emergency heal, I would like it to go to the creature with the lowest percentage of health remaining, not the creature with the lowest hit point number.
Currently, if I have a tank missing over half of its health, and a damage missing only a small fragment of health, as long as the hit point total on the damage dino is lower, the emergency heal will go to them. This isn’t helpful when a team is relying on the tank to absorb big hits that would OHKO everything else on the team. Rather than using the heal in this case, I (and other healers, I’d bet) have to wait to heal until the tank takes even more damage, or sometimes until the group heal comes off cooldown, whichever is first. Usually, the group heal won’t heal the tank enough, but hopefully it will top off the damage, so you can use the emergency heal freely. Unfortunately, it kinda makes you waste a healing move. If you’re lucky, that group heal will come back clutch two rounds later, before anyone gets knocked out.
I realize strategy is important and all that, but this doesn’t feel strategic, it just feels like an oops in the healing design. Perhaps others find themselves needing to heal damage more often (in which case, what is your tank doing??), and want it to stay the same, but I think with a full, balanced team, the percentage-based healing priority is more effective. Keep tank up, and your damage shouldn’t be constantly courting death.
After reading the comment below, and not knowing previously that the emergency heal will attempt to heal a full-health creature, as long as it has the lowest hit point total, I now think this is an even more important change. It can be the difference between an otherwise well-structured, competent team beating a raid, or losing. Devs, please help us!