I hope I don't need to do much explaining as to why this is a huge issue. The healing reduction is going to massively impact solo players and small groups when they fighter against greater odds. Even with the HoTs nerf, it means nothing when there are multiple of them stacked on a single target. Well organized groups will have Radiating Regeneration with 100% up-time on their group members. Not just one stack, but multiple. This makes it almost impossible to pick out single members and focus them, purely because they have so many regens on them. The HoTs negate any chance of burst potential on individual targets in a group, making the only option to counter them another organized group with coordinated negates and ultimates. This creates a massive imbalance in gameplay because during certain hours, one alliance may be at 3 bars, while the others have a lower population. Therefore, the populated alliance has more groups running around, while the other alliances are mostly solo players. Even if the populated alliance didn't have groups, the sheer number of regens is potentially greater than the other alliances. Regen is such an easy skill to keep up. Cast it over and over again until everyone has a HoT on them, basically eliminating the need for burst heals. With the nerf to regen, a single player going against outnumbered odds is going to feel the nerf more severely, merely because the enemy can stack multiple regens on each other. Limit the number of mobile HoTs per target to one stack per heal. If I want my allies to have two HoTs on them, I'm going to have to run Radiating Regen and Echoing vigor or even Energy Orb. It is outright ridiculous how groups are being carried by a single healing skill. I've been in a situation where we had to drop seven (7) negates simultaneously on a group because one at a time was not working.
Edited by OnGodiDoDis on 13 July 2022 18:30