User blog comment:Nearthel/Maraad, the Hammer of the Light/@comment-26203093-20161007223416

I don't think you understand the history this game has had with healing if you think that number is acceptable. Healing for over a thousand is easily achievable and easily frustrating to deal with. He's effectively a juggernaut, but with no aggression requirement on his healing, he can effectively live under people's towers, completely negating kiting as weakness outside of your whole posse showing up to help.. The mana requirement isn't even that big of an issue. Not to mention it's only an issue later because of it not increasing with rank. it's only 200 mana at max rank. Most heals end up around 120 mana, and higher cooldown. They also don't end up healing for over a thousand. Hell - you could actually reach 2 thousand. They're lucky of they reach 500.

I could go over how that's kayle's old passive, and how taric is effectively embodying the paladin atm - granted, not archetypically - but I really want you to go over how straight forward, and pardon my bluntness, but how boring this would be to play. I'd argue that's fitting with the paladin theme, but that's just snark at this point, but you're effectively walking up to someone and using an ability that's effectively the same as auto attacking and dropping an aoe hoping enemies will stay in it, when you have no tools to make it happen.

It's effectively tormented soil at point blank.

What it bakes down to as an impenetrable wall of healing that (eventually) kills anything that gets close it, and just farms until he can join teamfights. There's no incentive to fight, because you can't force people into effective range. And if you don't join fights, you could just push a tower/lane ad-infinitum.

It may be a fun theme, but playing with and against this kit would be toxic because of how few options you have. You either brute force and win, or you don't have enough force and lose.