For example: say two generals harass each other over a couple of minutes. They both have priest minions. One has 4k HP and the other has 2k HP. Not only does the lower HP player have to harass for twice as long (which is what having double HP should roughly do), but that player has to break through twice as powerful free healing.
It would do the game good to have all priest type characters (both reinforcement and idols) changed to heal for fixed amounts.
yes but WHY ON EARTH the general with 2k hp should stand a chance with a general with 4k hp?
I think the above is a good counterargument to the OP. With preists healing a percentage, it reflects the powerfulness of the DG that they are healing.
If you went fixed, then a low HP DG would get massive healing, while a later game DG would get a worthless amount of HP.
A high HP Demigod is more difficult to kill than a low HP DG, given similar other stats such as armor. Percentile healing does not break this relationship. There is symmetry between the two.
Yet, I can see how the OP's argument against percentile based healing makes sense, as a very high HP Demigod may simply shrug off even powerful attacks because he recieves so many HP per heal. I've seen this kind of frustrating healing in other games that use a similar mechanism. But I still believe that using a fixed HP heal is not a proper fix, for reasons stated above.
An earlier post suggested that buying more expensive preists acts as a scaling heal, so fixed HP healing is fine. The issue is, what if the player saves all his cash and buys the best preist in the early game? They will then be getting healing that may be so powerful it gives over 100% of their total HP! For fixed HP healing to work, the expensive preists will be giving a very large amount of HP so it is useful for later game Demigods.
I suggest that we keep percentile based healing, but only the base max HP is considered, with no modifiers for items or spells. That should keep HP stacking DGs from becoming invincible due to massive heals.