"About priests, I really feel that the heals should be a flat amount. Im sure that I read in other threads people complaining about it."
Question for you: Do you think that Sedna needs a nerf?
So. Let's make it a flat amount. Let's just say, for now, we do 200/400/600/800. It doesn't really matter, but let's just call it that for now. Currently, Sedna's Healing Wind II makes Monks EQUAL TO Bishops.
That is huge.
However, letting Sedna get 800 heals level 5 is also absurd. Typically you get around 500, and that's with the HP flag. You don't get above 800 for the good first 2/3rds of the game.
Alright, alright. That's OP. Instead, let's make her monks 50% more effective (which is another way of looking at it, and also matches what she has). So 300/600/800/1200. Now, Level 5 she is getting 300 heals when she used to get around 500.
If she wants to maintain the status quo, she has to invest several thousand gold into monks. That is really the big thing that Sedna has going for ever against other generals: for a 900 gold investment she matches other general's 2700 gold investments AND theirs don't work aroung her.
However, Senda typically get Currency. She can barely afford Banded Armor + Scaled Helm + Currency assuming there haven't been any kills. Now she is liability on the map because she has low damage output and her survivability has been effectively neutered.
Another way of looking at it if you do flat-based healing is that you neuter hp-stacking and instead get monk stacking. Which is better selling your current Monks and getting High Priests, which costs like 1400g (you're now getting 600 heals every 10 seconds or so. More if you are Sed) or buying Nimoth's and getting 500 hp pool. That is HUGE difference. Right now, Monks are an "investment". They help you hold lanes early game, and then they get gradually better as the game progresses since you get better items and level up and such. Flat makes it "just another item" albeit one only some demigods can get and heals for absurd rates.
You could have Blood Erebus with Bishops in your face, level 5. Healing for 800 hp every 10 seconds. On top of Bite.
If you want to fix monks, you need to make them less useful IN combat while still retaining the ability for a person to not have to go to the shop. I propose that all Monks heal at half rates whenever their target has taken more than 100 damage in the last two seconds (this makes Spit really strong, however).
Healing Wind has it's normal effect when out of combat, and makes monks heal for full values when in-combat. (this is a dangerous nerf to Sedna when facing assassins, whoever).
Counter Healing allows Sedna's monks to heal like original Healing Wind II even when in combat.
This makes a person who goes Banded+Scaled be able to push someone with monks off of a flag, probably. However, after the person with monks stands by a tower for a minute, they can turn around and push THEM off. It makes item diversity occur more often in the game.
I also like what you did with Sigils. I think that's a decent way of balancing them out while retaining their use. Good job on that.