I had an idea for revamping spring of life. It might not make sense though because this came to me at like 3am...
We want it to nullify a death penalty, we want a short cooldown, and we want the amount of points put into it to affect HP when rezzed not level allowed to rez. I have a feeling we might not get this though, because some may say its getting overpowered. So here is my idea: instead of nerfing it, make it a craftable skill.
Make a repeatable quest for druids where you have to gather a couple common items (for example: 2 unicorn horns, 1 wisp essence, and a bloodstone). The reward for this quest would be an item called Spring of Life. It would essentially be a rez idol that you could use on other people, but the effectiveness of it would depend on your skill level in spring of life.
Level 1: rez with 100 hp
level 2: rez wih 200 hp
level 3: rez with 300 hp
....
level 30: rez with 3000 hp
This would be a different sort of nerf, because if you don't have the Spring of Life idol from the quest, you won't be able to rez anyone. If you wanted to alter it further, you could make the quest repeatable only 5 to 10 times a day. So that way you could only get a certain number of spring of life idols in one day.
I got this idea because I used to play a shaman on WoW, and there was a self rez skill that you needed to have certain items to perform it. It seemed to work well there, and I think it may work well in this case too. This would also open up a new market for some items typically classified as "vendor trash", and would allow noobs a new revenue stream while leveling up. This model could also be applied to other skills that are overpowered, instead of giving them a straight nerf (or to introduce completely new class specific skills). However, I don't know if the current game engine supports this.
What are your thoughts on this idea?
I like your outside the box approach to revamping SoL but I absolutely abhor gathering quests.
Tis' true, I could buy the required items of of lower level players that are actively grinding in the content that produces whatever items are needed. I'd rather not see this mechanic seep into spell casting. Crafting is allegedly right around the corner and will introduce a similar element. Imagine if they turned SoL into a recourse consuming spell... The next logical step would be other skills, right? So now imagine having to collect fire wisp essences as a Mage in order to cast your fireball at max damage. That is essentially what you're suggesting, right? Or did I miss the bus all together?