Looking beyond melee, the Priest has something like four paths: holy/unholy blessings and curses, and holy/unholy health restoration. For the latter, you have a nice even balance between Heal on one hand, and Consuming Touch on the other: both heal up to 4 damage. Except that's not really balanced. People have complained that Priest healing is too weak. The developers want battles to actually end sometime, and that means not having people heal forever. Thus, you get masses of Minor Heal (2 health) at low levels, eventually get Heal (4 health) around level 6, and maybe Greater Heal (8 health) around level 9. But people who don't like holy healing can just switch to unholy health draining. Lifesteal, level 1 Epic, with Consuming Touch, Draining Touch, and Sapping Touch. Glowing Hide Armor, level 8 common, includes Invigorating Touch. They've recently added the Hand Of Melvelous, which includes range-2 health draining. Now this is important: all health draining is mirrored, so you may only heal 2 if you play a basic Sapping Touch, but your enemy has also lost 2. Sapping Touch is, effectively, the level-6 Heal card at level 1. So, at level 1, a lucky player (with that Epic item) can play Righteous Frenzy plus Unholy Frenzy (in a two-Priest party) and heal between 4 and 8 health. Effectively, that means a health disparity of between 8 and 16 after you hit an enemy. If Invigorating Touch (drain up to 6) is available on a level 8 COMMON, that implies that intermediate levels will have many other draining abilities by the time Blue Manchu is done, so you don't even have to be "lucky." (Related note: currently, the only way to boost healing is Healing Spirit, which adds a meager 1 point.) Mass Frenzy at level 11? Blind Rage at 6 or 7? No longer even need a second Priest in order to self-Frenzy. Someone who would be thrilled to received Greater Heal at such a level would wonder what the advantage is over health draining. Holy healing previously had the advantage of range and the fact that it couldn't be ruined by enemy Armor or Blocks; now, with Spear Of Darkness, we have range-2 health draining. We're running low on advantages. I fear future players are just going to complain even more about holy healing if they perceive this as an imbalance.