Many of the epics and legendaries I have found prominently feature the Twin Heals card, but the card is pretty weak (only heals up to 4 health at range 6) and has a bronze border. Yet looking at the items, it seems like Twin Heals is the cause of the high rarity! For example, Ring of Bifurcated Healing (Legendary Divine Item) - 3x Twin Heals, blue power token. It doesn't make any sense to me to have a legendary card charge a blue power token for three weak bronze cards. Rusty healing armor (Epic) - Rusty armor, 2x Twin Heals. The combination of these three cards doesn't seem epic to me. There are more examples of this such as St. Qaith's Armor and Frennik's Soulstone. Maybe people who have been in the beta longer than I know why this occurs. Was twin heals a previously amazing card that got nerfed or something?
Re: Legendary and Epic items most of the time it is the Items level that makes it Legendary/Epic verses a same common/uncommon level item. So the skill/card on them will be higher then you would normally get at that level. So in this case the Twin Heals card may well be a junk card but you need to remember it is a level six item. Getting higher level items things work themselves out. Also the Twin Heals card is very good in the adventures at that level.
That depends wholly on how you play. Twin Heals has been far more useful than Minor Heal during my adventures.
Legendary doesn't mean better just fyi it means less restricted. For example a uncommon arcane item can't have more than two of the same card but a legendary can have three identical cards.
Twin heals can also be used to draw out blocks from 2 enemies from range, something priests can't easily do otherwise.
Amulet of inspiration is an excellent example. It's an uncommon divine item that gives three of a silver card for a blue power token. It doesn't make sense for a legendary divine item to give three of a bronze card for a blue token. And twin heals really is niche use at best... and yes, drawing out opponent non-melee draws by trying to heal them is niche use. Every other legendary I've seen has had the reason for its legendary-ness apparent to me, but these twin heals items are a big mystery. Other level 9 three card items that are counterexamples to theories posted above: Healing talisman: 3x light heal (bronze), blue power token, uncommon Oak roots: 3x entangling roots(bronze), blue power token, uncommon Ring of bifurcated healing: 3x twin heals (bronze), blue power token, ...legendary??
It's likely due to heal being valued higher than other cards in order to follow game design goals. It has been stated that the developers intentionally created this design goal because they didn't want the game to drag on by having heals be able to keep up with damage. Additionally, being able to heal two characters at once is situationally much more powerful than healing one character a higher amount which has to be considered.
Also consider the new change to Talented Healer coming up... with Twin Heals, the Priest will now be able to self heal, draw out an enemy's block, and heal an ally all at once as well as cantrip into a teammate's Obliterating Bludgeon (etc) with no chance for the enemy to respond. By allowing you to target an ally and enemy simultaneously, you get a guaranteed cantrip while killing their blocks, and healing them for a measly 2 health for their trouble if they don't have any Actually this makes Twin Heals kind of terrifyingly powerful and an item with 3 of them totally worthy of Legendary status in my opinion.
Yeah except it won't draw out parry and weak parry (the most common blocks in the meta right now), so it's still not safe to use obliterating bludgeon. I'm actually pretty shocked that people think this bland healing spell that heals for only 2-4 health at a range of 6 is useful at all. I would discard twin heals first thing if I had to decide between it and... any other card I use basically. I mean... you can't even self target with it. It seems extremely inflexible... you have to be in line of sight with both your teammates, they have to be damaged, and even if all those conditions are true you heal them for a paltry 2 health each. Or you can waste it healing the enemy while hoping that they have a block, even those there are many better cards that can do that. It certainly deserves only having a bronze card rating.
Hmm yeah. Highly situational, at best. I think the point is, if it says 'Legendary Item', you kind of expect something awesome.