PROPOSAL:
What if in addition of affecting healing over time speed, Vigor also affected ‘Healing’ status?
In comparison to other stats, Vigor does not provide real impactful change in user gameplay as it is today. For example, sacrificing damage output on warrior by pursuing a +36% Vigor boost coming from Helman’s Vesture and Queen Ammy implies Vigor increase 9 -> 12.3 (+3.3).
Put into perspective, the +3.3 increase in Vigor represents 66% of the healing that a player heals from using the hippo blessing (+5) that is already deemed as ‘too slow’ or ‘not enough’ in comparison to other green blessings. While I understand the +36% Vigor increase is not conditioned to not getting hit, testing it out, the gain from the sustain is far behind from what building dmg output provides to a swifter gameplay. What I mean by this is that pursuing healing/sustain will ultimately still lead you to needing to back off from fights in the same way players with dmg builds do so while enjoying big dmg output
If we go further, we can notice that there is a general perception in Born Again Population that a build should require 1 defensive blessing and 1 healing blessing to then build up for damage and perhaps mobility for survival (though mostly for comfortability). This is at least what most players tend to go for. We don’t really see variations in builds that sacrifice red or yellow blessings for additional black or green blessings, and its because there is no real benefit from doing so.
IF we added an additional trait to Vigor, as mentioned above, I believe we could open the door to new tank-oriented builds that may enjoy real, impactful sustain at the expense of sacrificing frequently used damage boosts