Healing in leveling Battlegrounds is very overtuned and way too hard to counter, especially when there is more than just one player healing in a team. This has been a problem in the last season already and did get adressed a bit, but with this Wildcard season it has become much worse.
From my perspective there are two major problems:
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Instant healing abilities, such as Potion Toss and Riptide, are way too strong currently and have no real counters. Potion Toss especially is problematic as it uses energy instead of mana and scales with both holy and nature healing modifiers.
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The nature of the Wildcard system combined with the shattered Mystic Enchants means healing counters are way less common. Having to use a precious card slot to pick up healing reduction abilities is a no-go for many builds, so beyond taking an interrupt at level 1 it is entirely up to chance wether or not one would obtain healing counters or not.
It doesn't help that a lot of the healing counters are too weak anyways:
- Healing reduction talents and abilities often don't do enough due to their stacking limitations
- Interrupts and silences are easily countered by basic healer talents
- Spell locks are ineffective as healers usually have both nature and holy healing spells
While just nerfing the effectiveness of healing in PvP before level 60 would help a bit, I do have some other suggestions that would increase healer counterplay while also making certain Abilities and Talents more appealing in general.
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Increase the effectiveness of Healing Reduction effects from Abilities and Talents (Ignite, Furious Attacks, Mortal Strike, Demonic Mind, etc.) and let them stack with eachother with diminishing returns
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Buff the Furious Attacks Talent (a Melee Haste or Attack Speed buff would fit the name, having it deal damage when it procs would put it more in line with the Ignite Talent)
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Implement additional synergies for Curse of Tongues, Mind-Numbing Poison and Slow
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Add more ways to apply Cast Time Increase, Effect Purge/Steal, Healing Reduction and Resource Burn/Steal effects
The last point could be achieved through various means:
- New Abilites, Mystic Enchants and Talents (new synergies to make certain existing Abilities and Talents more appealing)
- New Keystones for existing Talents that don't have Keystones yet
- New Pet Abilities for tamed Demons, Dragonkin, Elementals and Undead (or Pet Talents for these, if possible)
- Buffs for underperforming Abilities, Keystones, Mystic Enchants and Abilities in the form of additional debuff applying components