This patch is a massive nerf to healing just about in every type of content.
Grand Healing: Converted this ability into a true AoE HoT, rather than a hybrid spammable hybrid HoT.
Increased the duration from 3 seconds to 8 seconds, but you may only have 1 active at a time.
Reduced the healing per tick by approximately 44%.
Reduced cost to 2808 from 3510.
Healing Springs (morph): This ability now grants 30 Magicka every time it heals an ally, rather than restoring 330 Magicka for up to 3 allies healed by the initial hit. This will result in a higher return if you hit all 6 targets for the full duration, but will require more coordination to obtain.
Illustrious Healing (morph): This ability continues to increase the duration. The new duration is 9 seconds, which ranks up to 12 seconds at Rank IV.
Healing springs were the most reliable healing for the group. If you want it to be usable HOT - increase healing per tick at least. How are we suppose to get through ZMaja execute without healing springs?
Necrotic Orb:
Reduced the base cost of this ability and its morphs to 3780 from 4590.
Reduced the damage per tick of this ability and the Mystic Orb morph by approximately 13%, but it can now deal damage every half second instead of every second.
You can only have 1 orb active at a time.
Decreased the speed to 2 meters per second from 3 meters per second to help it deal damage or heal targets more reliably as the orb passes them.
Healing Orbs (morph): Reduced the healing per tick of this ability by approximately 13%, and fixed an issue where allies affected by the Heal from this ability were unable to take damage from Necrotic or Mystic Orbs from some players.
Limit to a single orb active is just beyond my understanding. Newly created necromancer class has horrid sustain issues and relies on external sustain support. Race changes caused sustain issues to meta magicka builds, food changes nuked sustain too. Now you are taking group sustain support away? It's already hard enough to juggle all the buffs/de-buffs as a healer, now I have to dispense Orbs as if they are food rations during he war?
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Mutagen (morph): Increased the burst heal value of this ability by approximately 93%.
Regeneration already has very limited use in PVE and rarely makes it to the trial healer set up, now it's going to be rendered completely useless. Healer supposed to be GROUP play oriented, not a pocket single target healer. To me looks like one more PVP oriented nerf that affects PVE.
Lots of the skill changes to me look like a poor attempt to balance PVP.
Yet somehow Battlegrounds queue is broken and I don't see any fix for it, Cyrodil lags pretty badly, yet instead of focusing on things that everyone wants to see fixed developers work on nerfs that nobody asks for.
Overall the patch changes make no sense to me at all.