Parasaurolophus wrote: »Simply reducing it doesn’t really solve the problem. I don’t see any realistic way to balance it properly—either it has to go entirely, or be reduced to something like 5–10% effectiveness.
In Battlegrounds, the team with more healers almost always wins. Organized ball groups are largely viable because of cross-healing.
This has been imbalanced for far too long and creates too many systemic issues. At the very least, as an experiment, outgoing healing should be drastically reduced or completely disabled.
Parasaurolophus wrote: »In Battlegrounds, the team with more healers almost always wins.
Organized ball groups are largely viable because of cross-healing.
This would be horrible for solos or non comped groups, indirectly buffing stacked healer comps even more than they are now. Wrong direction. WTB PvP mode with self healing only.SundarahFr3akinrican wrote: »I think self healing should be nerfed. If you spec Healer, sure, you should be able to heal, but the self sustain on top of the strong group healing is insane
This would be horrible for solos or non comped groups, indirectly buffing stacked healer comps even more than they are now. Wrong direction. WTB PvP mode with self healing only.SundarahFr3akinrican wrote: »I think self healing should be nerfed. If you spec Healer, sure, you should be able to heal, but the self sustain on top of the strong group healing is insane