Shaman chain heal rules
So, I was taking a turn in a game in which I am playing as Tribe. I was making a recovery move in which I was trying to maximize healing done by my shamans, and it appears that the following rules apply to the bounce behavior of the heal move:
1) Range restriction of 2 squares for the initial target and subsequent bounces
2) If multiple wounded targets are within the 2 square range for a given bounce of the heal, then
a) KO'd targets are preferred over non-KO'd targets
b) lower HP targets are preferred over high HP targets
The problem I have seen is that a lot of healing potential is wasted by the current function of the chain heal. While it is obvious that a KO'd unit should be a target of the heal, often (due to AOE damage) there are multiple significantly damaged units near to the KO'd unit. Because KO'd units receive 1/2 of the healer's power in healing instead of 2x (before effects such as the chain bounce), a KO'd unit should nearly never be the primary heal target of the shaman. Even if you target another damaged unit to receive the first full heal amount, the heal will prefer the KO'd unit to damaged units, meaning that instead of (for instance) healing a damaged unit for 200 before reviving the KO'd unit to 25 HP, a total of 225 healing, the bounce will go first to the KO'd unit for 50 HP before healing the remaining unit by 100, a loss of 75 potential healing done.
I realize that the 75 healing done is minor, but in circumstances involving AOE damage this could mean a gain or loss of an AP for the opponent, and could therefore be significant. My question to the developers is whether or not this behavior is intended, and if it's likely for a tweak to this mechanic to occur. The Tribe has more significant issues to deal with (rare AND weak AOE instead of easy + weak or rare + strong AOE against TF2, for instance) but I thought this was interesting and thought I'd start a thread.