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Solution: One orb. Your aim will matter, people's locations and movement will matter and if multiple people can synergise one orb, you may even have a greater use out of this skill for resource sustain that before. Wrong direction? Cast a new one and learn to aim better.
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Overal, and I know this will sound like an insult to healers, healing in ESO didn't require a lot of active thinking. With half a brain and these skills slotted, you could clear most content relatively easily. By raising the bar for potent healing - and the tools to do so are in the game, just unused atm - healers will not only face a better challenge but improve as players.
Essentially, the skill ceiling has been raised. For some, this will hurt. These people will need to improve their performance. For others, this will be a change of pace. They will adapt and be fine.
We've all been spoiled by these immensely powerful healing skills for years. Vet trials can be run with 2 or even 1 healer(s), which is absolutely bonkers. I can run veteran dungeons as a healer and spend 50% of my time doing damage. Some dungeons don't even need a tank because a healer is so strong, it'll just carry 3 dd-groups.
Grand Healing and Orbs have reduced healing in ESO into spamming 2-4 buttons. Many other options for healing have been neglected and gone unused just because of how immensely powerful and braindead these two skills are.
Diversity of healing skills has been a non-thing. Where've the psijic healing skills been? Blood Altar? Blessing of Protection? Many class heals? Nowhere. You don't need them. They're sub-par.
This patch changes healing's functionality into something that actually makes sense.
Grand Healing
Problem: Multiple versions of this potent AoE skill can be overlapped and spammed relatively easily. This assures that anyone taking damage inside the zones is instantly healed back up. In PvE, during burst damage, you needn't think further than just spamming this on your team. If 2 healers do this, you have 6 healing springs constantly healing people.
Solution: Made into a longer lasting, single AoE zone that'll heal respectable amounts of damage for anyone inside it. This is now the core of your healing. You lay down your springs and then you'll have to supplement this healing with other skills.
Orbs
Problem: Same as Grand Healing, huge overlay due to spamming orbs into the raid, constantly healing people already standing in AoE heals. Any damage you might take, even if it's a tickle, is instantly healed. No need to think about where your orb is flying, if wrong direction, just cast some more.
Solution: One orb. Your aim will matter, people's locations and movement will matter and if multiple people can synergise one orb, you may even have a greater use out of this skill for resource sustain that before. Wrong direction? Cast a new one and learn to aim better.
Ward Ally
Problem: Maybe not so much in PvE but in PvP, this skill stinks to fight against. You get somebody low. By all accounts, they have lost the fight but suddenly they have a 12k shield. And so does the healer himself. This shield uses resistances now so it's always going to save lives, no matter what. Heal them back up underneath it and voila. You're immortal. Even in PvE, it could be used to instantly make people unkillable if they seriously messed up. Even if they did so repeatedly. If they stood in the many AoE heals, a shield was more than enough to boost their HP back to full.
Solution: Weaker shield boosts. That shield when you're low on HP will still help you survive but it won't make you into an unkillable god. Eat too much damage or stay in the AoE and you'll still drop.
Regeneration
Problem: This was just a spam skill to give a moderate HoT to people. Super cheap, not very impactful. No brain required.
Solution: Buffed. Cost increased but this will be a potent single target HoT now, designed to save lives of people taking incremental damage. You can even choose if you want it to be a big, chunky HoT or a lasting, moderate HoT. Now you won't spam this, you'll look for when it's needed, then cast it.
Overal, and I know this will sound like an insult to healers, healing in ESO didn't require a lot of active thinking. With half a brain and these skills slotted, you could clear most content relatively easily. By raising the bar for potent healing - and the tools to do so are in the game, just unused atm - healers will not only face a better challenge but improve as players.
Essentially, the skill ceiling has been raised. For some, this will hurt. These people will need to improve their performance. For others, this will be a change of pace. They will adapt and be fine.
This sounds like a long winded post that can be summed up as, ‘I don’t like the damage I do to be healed back up’.
All the examples you have seem disingenuous because you want healing effectiveness to drop. If healing springs being mindless was the only issue then a collection of different skills would now equal the same amount of HPS as the old springs... but they don’t.
I’m all for changing healing so it’s not just spam springs, but unless the end result is just as powerful as spamming springs this is nothing but a healer nerf.
In pvp and BGs the changes will actually make my build stronger, but I can’t see PvE going well. It will remove the need for a healer in all dungeons and make trials a pain.