Perhaps they are doing the healing nerf to promote tanks to wear more defense oriented support sets. Compared to running alkosh/torugs they may want people to run sets like lunar bastion, imperium, or meritorious service.
That would increase the effective health of group members and make healing easier right?
At the cost of reducing the healer role to a pitiful state, that's not a good exchange. They could easily amp up future or current content for such things.
https://www.youtube.com/watch?v=VmNUIPcW46g&feature=youtu.be
First look at the orb/springs changes.
Looks like nerfing the speed also reduces the distance covered. Good luck getting an orb from a kite healer I guess. It'll come via snail mail if it reaches at all.
I can tolerate when an MMO pointlessly shifts the meta. Its there prerogative to shake the snowglobe or wipe out the sandcastles so people stay busy farming/trying different things.
What I can't tolerate is when an MMO isn't fun. These patch notes indicate nerfs to healing, sustain, and cleave damage. I can understand and adapt to the cleave changes, and even think it might be interesting with all the changing AoEs to commit to either single target or AoE dps depending on the fight. The Caltrops change sucks and it shouldn't be turned into a dead skill, but its not what has me mining salt on the forums.
What I'm willing to quit the game over is the nerfs to healing and sustain. The bigger issue being sustain. I have no doubt that the change to Healing Springs will be felt in content like vHoF, vMoL HM, and vCR HM, but what has me most worried is the proposed change to Orbs. Springs be damned, but Orbs matter! I went through Morrowind. Heavy attacks weren't fun then and they won't be fun now! Endgame was a ghost town in that patch. If it goes live I'm not sticking around for that again.