So this card always made me sigh deeply every time i drew it because i would always want to throw it down on the priest if it was of any use to me at all. Now I'm wondering am i the only one who really thinks this card is just the worst heal imaginable or do people share my opinion? From a flavor standpoint i actually think this should be self cast only. Devs did you consider letting the priest cast this on him self and decided against it because it would be too good or was there another reason behind it?
I admit, the lack of self-targeting annoys me greatly... and repeatedly... for many cards (Righteous Frenzy, why do you haunt me so!?), but Healing Presence has still been a lifesaver on several maps. Attach to wizard -> use warrior and priest to block enemies from reaching wizard and take the hits themselves -> wizard heals warrior and priest. It's not ideal, no, but it's a passive heal that can be placed on your ranged fighter in the back to help your two likely melee fighters up in front. Since this is in the feedback forum, though... this card, and several others Priest cards, could desperately use a Self Target upgrade so that they are not completely dead draws at very inopportune times. It becomes a debilitating weakness of the priest deck that his beneficial abilities do not properly even out in the early game. In warrior, wizard, and priest decks the additional movement cards and armor cards are occasionally dead draws. That's just the way things work. But warriors and wizards very rarely have anything else that could be a dead draw. Except Maze. Priest decks, however, also have a significant portion of their deck - support cards - also be dead draws a significant portion of the time. I feel this is one of the biggest reasons that Priests feel severely underpowered in the early game. They lack sufficient offense and their support can be rendered unusable too easily.
Pretty much exactly why priests feel so weak early they have maybe 2 good cards and 3 mediocre ones in a deck of 20+ and then a bunch of situational stuff and armors + movement
Yup. I feel the same about this card. Each time I would have liked to use it on self. Also, there's no specification on the card that you can only target an ally. I had times where I wanted to cast it on an enemy so that I would heal my adjacent allies. I always like creative use of cards!
While I feel similarly, I can also see that this card has the potential to heal 8 out of one card. It seems like the priests theme is getting the right situation. Misguided heal went from my least favourite to most favourite heal as I figured it out, and bad medicine went from a dead draw to a pretty reasonable nuke. This card is next on my list to see if I can make it shine.
As far as I have experienced, the priest theme is card advantage. He nullifies the most powerful attacks of his enemies while drawing a lot of cards, then uses hurtful buffs to gain more cards and uses those cards to offset the damage from his own and his enemies' attacks, while gaining even more life from draining attacks, which in turn grants him more cards to keep doing the same over and over. Also he wears the best armors (seriously, if you compare Divine to Heavy... I think Divine comes out on top). That said, I think Healing Presence has a place in tank comps in MP. It can work as a good heal for a low (talent) price.
While I find the card mildly useful in the early stages of the game (for the lack of better healing options) it is one of the cards I am happy to sacrifice as soon as better heals come along. (I have four parties, all with priests). I feel it would have a lot more utility and longer term play if it could also target the caster - as it is in the latter half of a battle the warrior needs the healing, the wizard is hiding at distance and the priest can't cast it on themself - so its just a discard then. Which makes it an early campaign (low character level) only spell that is discarded half the time I draw it. Gray