Originally Posted by Angoth
The healing thing becomes particularly important because it's targetable; if a hybrid can provide near-healer-level healing for a short period (and they basically can right now), then you can run a 3 DPS team in 3s, and if you don't think you can outburst the enemy team, one of your hybrids can off-heal until you get a kill. It gives you a great deal of flexibility. Same thing for 1 heal 2 DPS teams; you can effectively act as a 2 healer team briefly, survive massive burst from cooldowns, and then shift back to "normal" gameplay and secure the win.
Part of that is tactical and should exist, but it's a little TOO strong. To make up values to prove a point, hybrids are currently something like 0.8 of a healer and 1.0 of a DPS, and they want hybrids to be more like 0.5 of a healer.
The issue with Elemental is that if you roll in survivability and such, it's 0.8 of a DPS. So we needed that hybrid flexibility to be competitive, which is why it hurts so much to lose it. But that's a separate issue; Elemental needs buffs in entirely other areas.
If we need better survivability, we need better survivability, not better off-healing. They aren't the same thing, especially as all our off-healing has a cast time and if we're getting focused by anyone with a brain, it's not gonna be usable.
And that's the difference; their healing is personal survivability only. Ours is group survivability. It's making hybrids too strong in small comps, which is why it's being nerfed.On another note, pures have insane healing nowadays as well. The main difference is that pures can only heal themselves as opposed to hybrids healing anyone.