Should a fully charged Bard's W heal for % max HP?
Early game Bard's healing shrines are an incredibly useful source of sustain given their static and lasting nature. They are rather costly on mana but a fully charged shrine still gives moderate sustain without going overboard on healing. No complaint here.
Mid game when everyone's on the move, Bard's shrines become less practical to fully charge up. They are still marginally useful for the speed boost, but sustain-wise a fully charged shrine is beginning to lose impact vs a barely charged one.
Late game, without significant AP investment, a fully charged shrine does little more than an uncharged one. What's the difference between a ~230 hp heal + speedboost versus a ~150 hp heal + equally strong speedboost to a 3000 hp ally? Sure a good player would still let the shrine fully charge up for maximum healing, but it feels underwhelming. Fully charged shrines are effectively impractical without good foresight while at the same time feeling unrewarding even when charged.
So what if instead of gaining a flat amount + ratio healing bonus, Bard's shrines are changed to: CURRENT: (uncharged) base heal+ratio (fully charged) better base heal+better ratio -to- NEW: (uncharged) base heal+ratio + 1% target Max HP (fully charged) base heal+ratio + bigger % target Max HP speedboost bonus unchanged
tl;dr I want a fully charged Bard Shrine to give more reward mid-late game for its wait time over an uncharged one.