I think healing is ok but health recovery could be adjusted.
This person says that healing is ok. A video worth more that 1000 words.
https://www.youtube.com/watch?v=CKA2s0QYLLA
Red is all high MMR players and possibly a premade team. However, they're also running a high health Warden using the HP-based heal that works on himself + another teammate. That sort of setup is not representative of "normal" healing though, so the video still doesn't demonstrate any sort of overarching problem that applies to most/all heals.Your videos don’t prove what you think it does except Zos shouldn’t balance the game over low mmr players.
Red is all high MMR players and possibly a premade team. However, they're also running a high health Warden using the HP-based heal that works on himself + another teammate. That sort of setup is not representative of "normal" healing though, so the video still doesn't demonstrate any sort of overarching problem that applies to most/all heals.Your videos don’t prove what you think it does except Zos shouldn’t balance the game over low mmr players.
Certain classes/builds do have some OP healing/defense right now, while others are quite far behind. For instance, a Magicka Necromancer needs to crutch on proc sets in order to have worthwhile offense, but when you do that your spell damage and magicka tend to be quite mediocre. This leads to Resistant Flesh (and other) heals being quite weak, and requiring a lot of GCDs and resources in order to fill your HP back up, even when LOS'ing and not loaded up with 40 different DOTs. You can't simply stack health and still manage to fill that extended HP bar up in 1 or 2 globals. Nor can you spam 5 dodge rolls back to back while HOTs do their thing and your potion cooldown becomes available.
Certain abilities, passives, etc...could stand to see some adjustment, but simply reverting back to last patch's Battle Spirit and/or re-buffing Defile would be a terrible idea.