No, it's not the same. Assume
your health pool is 20k + 5k = 25k
healing spell heals for 10k, reduced by 50% to 5k
this is 5/25 = 20% of your total health pool
Compare with
your health pool is 20k + 10k = 30k
healing spell heals for 10k
this is 10/30 = 33% of your total health pool
Also, not all heals are affected by battle spirit. Because reasons. It's just an unholy mess. The only real solution would be to either balance all skills based on PVP and then design PVE around that, or have separate skills for PVP and PVE.
VaranisArano wrote: »You get 5k extra health as a flat bonus. That's a huge bonus for squishy people (especially PVEers just popping into Cyrodiil with no idea of what they are facing, but also offensive-minded builds in medium armor among others) but progressively less important for anyone already building for high health. Sort of like how Ebon Armory's 1k health bonus is peanuts for the tank and potentially life-saving for the DPS.
Damage is cut in half so that we don't all die like we are made of glass. That's pretty important when burst damage is king in PVP. A well built ganker hits for nearly overwhelming burst damage already - with their damage cut in half. Destro ulti pain trains that just got the AOE caps removed? Yeah, I'm happy with their damage (and my damage as well) being cut in half. This really makes counterplay possible for anyone who doesn't build for high resistances and high health. Halved damage is what allows people to play the variety of builds they do in PVP.
Healing is cut in half so we don't feel like we are hitting with wet noodles. Healing is counterplay to damage taken and just like the damage taken is halved so we actually have time to get to heals, just so healing is halved so that we must heal or die. Battles between groups are often a race of incoming damage vs ability to heal (hence why stacking a bunch of Earthgore in a group makes certain battles frustrating, but I digress) and so those two things are reduced equally.
If you want an example, I run a stam warden in medium armor with 20k health currently in Cyrodiil. Very offensive, very squishy. That'how I want it. Under your system, I would have 25K health and take full damage from everything, but have full heals (assuming I survive the burst to reach my heals) and you all would hate my birds even more than some already do.
I don't think that's a good trade. I get a little extra health that still leaves me very vulnerable to gankers, except now I take full damage. Neither full heals nor full damage are going to help me when I'm dead. I would die a lot more than I do now. So in response, I'd be forced to get tanky. More health, more resistances...and I wouldn't be the only one doing that. You'd see a lot of build diversity start to dry up and PVP would become a lot more unforgiving as mistakes are harshly punished and that makes it pretty hard for new players to learn.