With a full healer deck, talented healer is just way too powerful. i've seen so many players playing tons of team heals, help the weak and great heals in one round. currently if a card heals, card draw is guaranteed, that means that help the weak and team heal always guarantee new cards, as you cannot block vision to the targets. new cards, in most cases, are new heals. unless you manage to do insane burst damage you just can't damage against that healing power. i'm aware that talented healer clerics sacrifice almost all offensive power, but that just doesn't outweigh the fact that killing anything is very hard with a cleric like that around. It's just not fun playing against that, and imo it's also not fun playing with it, it is just a very lame card. I don't know how it could be improved, maybe with a range limitation, or with a dice roll, but that would make it to similar to altruism. or maybe have the target have a chance to draw a card.
My preferred solution would be to require help the weak and team heal to have line of sight. However, turinturamba has claimed that with the right items, talented healer and firestorm could lead to infinite draws. If he's right, then talented healer itself needs fixing.
I agree that talented healer needs a tweak. The amount of card advantage generated by it is huge, and I've seen some ridiculous healing chains because of it. Even in a non-dedicated deck talented healer with its long duration will probably give more bonus cards than any other card out there. At least altriusm has only a 50% chance of causing a draw (although to be honest I don't like altriusm much either, I've seen some very lucky long chains with it as well).
Luck will always be there and its pointless to want it gone so chains will happen. Almost or completely guaranteed chains need to be looked at tho.
when your deck consists of 70% healing cards, and you already start with 2 healing cards on your hand, the chance to do a very long chain with those 2 cards is quite high. yes, it will stop at some point, but likely you already healed your team back to full by then. and a combo that has a high chance to fully heal your team just should not be there. it's okay if you can get lucky sometimes, like with altruism, but the chance for succeeding with talented healer is just way too high
Yeah, it needs a tweak. I saw the combo a while back, and attributed it to luck, but it came up again and the guy was pulling it off every turn. My warrior was getting awesome draws while my cleric was buffing him, but the other guy was just able to talented healer his team back to full round after round. I think switching it to a 4+ would help.
I've tried a all-healing Focused Healer priest in multiplayer with the cards available to me, and it's really quite strong. Altruism feels like it's in a good place, Talented Healer feels pretty strong to me right now. With two healing cards in hand and the talented healer trait on you, your opponent can expect you to heal to full and still have the same number of cards as you started.
I would say it needs to be a better card for specifically healing than altruism, maybe a 3+ roll, or at the very least make it only happen targeting allies, and not self casting.
Maybe there could be a range requirement of the heal to give a card draw, IE: if the priest is not at least 3 squares away from the heal target the non line of sight heal works fine but the Talented Healer bonus for drawing a card does not apply, or even both line of sight and distance is required. Thus making the priest more vulnerable to attack. Also the team as a whole is more vulnerable to wind or move type attacks if you can keep the priest a set distance from the target then the drawing of cards is limited.
Just played against someone who ran 3 priests and spent 10 minutes on the first turn hurting themselves and using talented healer to draw through half of the deck. What a fun way to spend my time!
Hmm, seems to me a way of preventing this is make it so that the heals only affect damage caused by the enemy, but that would be much too difficult to code, I fear.
Turinturamba posted his in the MP builds thread (which I'm too lazy to link to, since I'm on my phone). Now that I'm on my computer, here's the page with his build (post #85): https://forums.cardhunter.com/threads/mp-builds.1773/page-5
Here's the talented healer deck I've been using - with a second healer with decent cards and a fireball/firestorm wizard, it's been good enough for the 1300~1400 group. I'm not really running this comp correctly, the second healer is a bit of a waste and the wizard isn't enough of a threat, but I think the talented healer deck is strong enough to make up for that. Anyway, here: PRIEST Medic's Cudgel Medic's Cudgel Dueler's Buckler Crafted Healer's Mail Glimmer Boots Ring Of Majestic Healing Silver Healing Ring Silver Healing Ring Untrained Flexibility Focused Healer CARDS Run x2 Powerful Bash x2 Able Bash x2 Limited Heal x6 Help The Weak x4 Crafted Mail x1 Minor Heal x2 Block x1 Parry x1 Unreliable Block x1 Hardy Mail x1 Squeamish x1 Team Heal x3 Greater Heal x2 Retreat x1 Flanking Move x1 Slowed x1 Talented Heal x3 One of the key things you build towards is to get as many healing cards and as few non-healing non-cycling cards as possible. This deck has 17 heals, 5 that cycle a new card immediately, and 15 that don't. It's best if a few of your heals are Help the Weak or Team Heal so that you don't always need line of sight.
I posted my firestorm party to the MP thread, but this is my "healer" build for general usage. It manages 18 heal spells (and mostly good ones), with 3 talented healer traits it reliably draws extra cards most turns. Even with all that heal the deck still has card drawing in the inspiring presence, a single mass frenzy, and a fair amount of armor. The offense is the only thing that suffers, having dedicated 6 cards from weapons to heal spells. Bing Level 11 Dwarf Priest Godtouched Spear St. Amarack's Cudgel Mail Of Succor Underdog's Shield Bertha's Big Clogs Jygpin's Healing Ring Silver Healing Ring Silver Healing Ring Perfect Toughness Focused Healer 1 x Puncturing Stab 2 x Toughness 3 x Bludgeon 2 x Limited Heal 1 x Desperate Block 1 x Light Heal 2 x Wounded Block 2 x Greater Heal 1 x Dynamic Armor 3 x Team Heal 1 x Officer's Harness 2 x Twin Heals 1 x Rusty Armor 1 x Potent Stab 4 x Help The Weak 1 x Penetrating Lunge 3 x Talented Healer 1 x Walk 2 x Inspiring Presence 1 x Mass Frenzy 1 x Reliable Mail
...but when you're full health nearly every turn you don't need much offense -- unless of course they run talented healers.
I actually have 4 of the maces. I prefer the Godtouched Spear at the moment, as I absolutely love Inspiring Presence, and penetrating attacks are always handy. But either weapon is quite good in this strategy. The main thing preventing this from managing a respectable offense is that you'd need 5 yellow power tokens worth of items between the priest trait and the weapons. If you can find St. Sebanna's Armor go nuts, my build has an extra power token that is currently uses for a racial skill. I don't think it's a huge upgrade as you rarely get full heal value out of the multiple heal spells.
Yup, just throwing my opinion in the hat. Talented Healer is broken. Please put a dice on it like Altruism.