Greetings to everyone.
Today I want to discuss the Nature's Gift passive from Warden skill line - Green Balance.
Nature's gift:
When you heal an ally with a Green Balance ability, gain 250 Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur every 1 second.
This passive would be great if not for three problems:
1. It does not procs from overheals.
2. It does not proc when healing self.
3. When ally presses the synergy from your Healing Seed, the HoT is counted towards the ally's healing and not the Warden's thus not procing Nature's Gift passive.
The first problem is pretty understandable and I am ok with it. But the second one is indeed a problem of design. The passive is restrictive on it's own since you must heal with green balance ability (no other heals such as vigor) and you must actually heal with it and not overheal.
I don't think it is right to have a class passive that completely does not work in solo content including the Maelstrom Arena. Just imagine a new player that reads the passive and thinks to himself: "that sounds pretty cool". Than he spends hours trying to realize why no resource return occurs at all.
Also, while damage dealers (and healers to some extent) can very reliably proc the passive in group content via Lotus Flower, tanks have no reliable way of procing it. Lotus flower is of limited use for tanks since they do little to no light attacks and Nature Grasp would cause a lot of positioning problems. Fungal Growth and Healing Seed are one time use spells only. The only skills left are Secluded Grove (which is an ultimate) and Living Vines which work very very strangely (sometimes you can use it 5 times in a row and all 5 will apply to you instead of your allies even if facing towards them).
My suggestion is to make Nature's Gift passive proc from self-heals. It would solve both issues: solo players would be able to proc it and tanks would finally have reliable ways of procing it.
What do you guys think?