We are in what is literally called the “tank meta” and for good reason.
Nearly every build runs an incredibly high health pool by old standards, with nearly everyone running 26-30k+ health pools making it much harder to burst people down and making a lot of burst combos longer and harder to finish. Combined with potentates sword and board (5%) combined with the cost reduction and increased damage blocked with a sword and board, with temporal guard on the backbar (minor protection 8%), every second stam build runs deep slash (minor maim 15%), nearly every magica build and alot of stam builds runs swift (10%), necro has easy access to major protection (30%) on top of the spirit guardian which is the same as night blade bow (10%). Then many builds run vampire getting up to 33% when low on health and 75% on mist form.
With all this flat % mitigation so easily accessible on top of the ridiculously high resistances many builds already run it shows just how easy it is to build incredibly tanky. On top of this already huge problem the amount and number of cross/off heals is ridiculous, templar circles, warden spores, rapid regen spamming, resto plus warden and templar healing ults just to name a few combined with cheesy proc healing sets like earthgore, bogdan and the recently nerfed troll king which still offer terrific group utility just make it so hard to kill grouped players. To top this off ZOS have decided to add cheesy 1 piece mythic set giving a 25% Non criting damage set and a set which makes you immune to snares like killing cleanse spamming zergs and ballgroups wasn’t hard enough already.
Yet with all of these which aren’t getting nerfed as of yet in the coming patch the combat team has decided that healing taken was the problem? Do the dev team really think the problem causing players and groups are really taking a hit with that? Just from seeing this I have immediately thought less healing = build tankier, as what else is there to do when your healing is insufficient? The painfully obvious fix is to nerf off/cross healing, nerf % mitigation, nerf sets like pariah, nerf mist form, nerf the raw damage mitigation of blocking (In PVP only of course), cut max group size to 12 and bring back aoe caps for healing. Nerfing player healing will literally have the opposite of the intended effect and make PvP more zergy and slower.