Cross healing has been an underlying issue in PvP for far too long. The PvP community continuously requests this be addressed, but to no avail (I would consider this a popular request, such as the addition of EC to trial dummies). There are concerns that adding a cap to healing effects per target will impact PvE, but fret not, for I have a solution. The simple, most ideal way to deal with this issue would be to simply add a cross healing cap when in PvP environments. I've said this many times already; reducing healing will only affect solo players and smaller groups. Why? Well, because math. If we have two (2) people casting a 3000HP/s heal, that would make it (wait for it...) 6000HP/s, right? Let us assume that those two people encounter six people that all have Regen (I know; impossible). So, 3000HP/s x 6 = 18000HP/s. Not only is the smaller group outgunned, it also has less healing power. The bigger group can more easily focus on putting out damage, while the smaller group has to be more defensive. Now, if the smaller group manages to get a target into execute range, that target has a passive 18000HP/s that will make its health go from 10% to 100% real quick. This passive healing is allowing large groups to build for high damage, without any regards for their own safety. This is why ball group members are easy to pick off when they get left behind by the horde; because the only thing keeping them alive is the cross healing. Thanks for coming to my TED Talk.