This is in regard to the -50% health recover penalty change. Heavy armor already has penalties, yet it's getting penalized again for something the player actually puts skill points into. If someone wants to build for health recovery in PvP they usually have to sacrifice other stats to build for it. So not only are they penalized for wearing heavy armor by giving up other stats, but are now penalized again because of the -50% health recovery. It's a double-dip penalization. Technically, triple-dip penalization because of the penalties added to heavy armor in the last update.
On the flip side, medium and light armor wearers can spec for their respective stat recovery to fire off more abilities yet have no penalty? I feel like this change should be an all or nothing penalty to all recovery stats. It doesn't make much sense that one stat would get penalized but not the others because each have their advantages and drawbacks. Regardless of how other players feel about health recovery builds, this change really restricts the freedom of choice/character builds. It's bad game design.