Let's pick just one, healing and check a few cases/concerns.
What makes healing overpowered?
Easily recognizable op healing could be, similar to the recently buffed Execution Sentence with Avenging Wrath. It's usually not the gameplay what players would like to see, the target getting healed from 10% back up to nearly full HP instantly.
Basically, talking about a heal that heals for a huge % of HP, often deemed op.
So possible question, does a heal need to heal for high % of HP to become op?
This heal heals the warrior for only 2% HP, however, if the mage is doing this kind of dmg, this healing is very overpowered.
What else do players not like? Frequent concern is that classes are only good when CDs are up and then feel meh without. Let's stay with holy paladin, during Avenging Wrath, it's amazing but without it's meh.
The healing could look similar as in this example.
Suggestion is often to reduce effectiveness of Avenging Wrath, so it's not so outstanding compared to the healing without it and compensate this nerf by buffing the regular heals.
So basically, what players are asking for is to not make that peak on the graph so high and to bring those no cd 'meh' heals up to make it a constant decent healing.
Essentially to bring the outstanding lines closer to the overall HPS.
This is usually the case also when it comes to dmg classes, warriors would like to do good dmg without Avatar Recklessness too and with regular abilities, not just wait for Execute proc. Ferals usually would like bleed dmg get buffed and stuff like Ferocious Bite and Incarnation burst get nerfed etc.
Practically it's the same example graph, only that it's for dmg and not healing.
So the suggestion is that dmg and healing should get closer to the overall HPS and DPS.
What this means is that it could be said about the suggested classes that
By this, the HPS and DPS of classes give a much better estimate of the classes actual strength.
Is that good? Surely it is, HPS and DPS is most likely relatively easy to balance. For example Hybrids can be much more balanced, because the HPS they gain from abilities can much more easily be evaluated and weighed as a performance gain. Basically when it comes to putting a class together, it can be evaluated much better how much the worth of a Shield Wall or a Gouge is. In fact when it comes to PvP, as soon as CC comes into play, the strength of CC is way easier calculated, as the loss your class' performance suffers is much more constant. While with very spiky dmg and healing, the effect of CC is much less certain and very varying.
So not only does it make the game more enjoyable, but also makes balancing way more convenient and easier, ultimately making the balance better. Because essentially, the closer dmg and healing gets to HPS and DPS, the more precisely they help decode any ability to see its worth, for example to solve the issue of 'this dmg class has this much healing, how much CC or defensive cd should I give the other dmg class to compete with that healing?'.
So now it's just a matter of for example healer HPS within their class roles being balanced, same for DPS.
Once done, since it's at the beginning of the thread that healing can be op compared to just dmg alone, now HPS and DPS should get compared to each other.
What comparison even? Well it should be balanced for 3v3, so HPS should be about 2x as high as DPS.
The lower ratio HPS has, the less CC healing needs, since DPS needs less aid to overcome healing.
Jump back to the live game, what is this ratio there? From an around 6.1 calculation, this ratio is about 3:1. That's 150% of the desired HPS. Since it should be around 2:1 to have just a decent amount of CC, 3:1 ratio requires much more CC to exist than originally wanted, especially against healers.
So it needs a fix before the player gameplay desires could happen.
Assuming healers' HPS within their class roles are close equal 1:1 ratio, they shouldn't be individually changed to achieve the above. Instead, all of them should get the same reduction, so they keep their equal HPS.
A reduction that reduces all their healing by the same amount is Battle Fatigue, which however is a ruled out change by the players. So since the required change is ruled out, what players are asking for, more constant and less spiky dmg, less CC cannot be achieved, essentially impossibility.
Since the wishes cannot be achieved, but a fix to this ratio is desired and also since CC is already often bordering eternity, the only possible change to fix the issue is to not bring HPS down but bring DPS up. It is what's happening 6.2, for it's the only feasible change left to overcome the excess of healing as long as an equal effect as Battle Fatigue is off the table.
Should it be? No.
I understand what you're saying, though. But I don't think battle fatigue is the *best* solution (it is a "solution"). I would rather have them provide nerfs to healing individually (on a class-by-class basis). And in a perfect world, I'd have them address mana (since mana really isn't an issue until late late dampening), and finally fine tune burst damage to match with the healing nerfs. Obviously these changes would have to be PvP specific (since the current state of healing is entirely due to PvE), and that may be a big road block in going forward since that is against Holinka's philosophy.
To make it maybe a bit more spectacular, could use a similar example to the current issue.
So the suggested issues are:
- Too high burst
- Too much CC
- Healers die easily
- However HPS being higher than DPS
Being unable to skip the use of Battle Fatigue or an equal effect is because healers' HPS is already balanced. So if you try to skip it and decrease each healers healing spells 1 by 1, in this case by monstrous percentages, there is gonna be a minimum % you've decreased every spell by. So since all their spells have been decreased by that %, it's the equal effect as Battle Fatigue, even tho the intent was to avoid it, essentially used it regardless.
Other issue could be that there are some spells that are already weak and need no reduction.
So basically Battle Fatigue or an equal effect could potentially be more efficient change to fix the majority of, in this case healing issue.
At the same time, the majority of the issue can get huge enough so that it's simply no longer feasible to be, cannot be replaced by a series of single spell changes.
It may as well look very lazy to change so many spells all at at the same time, but in case changing 800 spells 1 by 1 is not feasible, then not using an overall reduction is going to prevent doing anything at all. Because can't go 1 by 1 but can't reduce all either, so cannot do anything.
But if all spells do get reduced, then it's potentially going to be feasible to fix those that were already balanced, essentially be able to do more than if all spells didn't get reduced.
These could be issues because Battle Fatigue or an equal effect may very well sound like a universal fix that makes PvP suddenly amazing. But it isn't, it's just a piece of a series of different changes to achieve something, but it cannot be skipped.
Such series of different changes, following all healing reduction could be