Originally Posted by
The Fiend
The Balance between healing and damage is one that is difficult. Actually, that's incorrect. It is factually EASY to do if you take the merest seconds of time out of your day and think.
Healing in World of Warcraft is not one they took those seconds to think about. And because of that, it runs directly ramshod over every other idea of tactical ability in World of Warcraft and why the PvP in this game is so ruined and without any requirement for talent outside of "Get a healer".
Many of you would think this hyperbole. But have you never seen a BG run entirely on two healers being impossible to kill on the enemy team? Or a Arena game where it is decided entirely by the healer.
This would not be a bad thing, if the support was with it's risks, as all roles and tactics, it should be about weighing the costs with said risks. Healers have no risks. Because they are so strong in relation to damage, even when you control them, interrupt them, hold them down. They still have those few skills designed to bounce back up to 100%.
A revision of this would make more sense. To one where the Healer isn't an unstoppable beacon that controls everything that will ever happen and the entire games focus on taking down.
Shifting more to a support role akin to the medic from TF2, where being a great team-changing tool comes at the cost of personal weakness. The action of this is beautifully twofold. One, it makes Healers less important as direct players in the field, but more important and indeed viable as targets beyond a supreme three man to one ratio requirement. Second, it makes Peeling and defensive CC alot more useful, so the players OTHER than the Healer can decide a fight by doing more than just "Handle the enemy healer"
In short; Healers need a supreme reduction in their PvP surviability. I think this should be done by heals being less effective when self cast Or by a vast reduction in defensive cooldowns for healers, making them more worth time on beating at.