Im posting this on behalf of AnXiety because he no longer has his account active.
first of all I'd just like to say, kellner's remarks are his own, and they dont reflect upon my own personal thoughts and/or opinions.
The issue at heart of the matter is as is AOE heals are over powered. This is somthing I've been saying this since the begining of CR2. And while this is a step in the right direction in terms of trying to put balance to them, this is also a double edged sword, and it seems thus far no one is stoping to concider that the other side of that blade is sharp, and will cut you in the end.
Sure limiting AOE heals down to the team sounds good in theory, and it would work to a certain extent. The problem is like a few of you have said, is that this now gives us reason to have "balanced" or rather organized pvp teams. But what none of you are concidering is that this only encourages MORE area healers. Instead of having only 1-2 healers supporting a zerg, now you might be looking at 4+ healers. The benefit of having 2 healers in close proximity of each other is they keep each other alive. In any pvp battle, healers/buffers always get targeted first, and the side to lose their healers first is often the side to lose. I mean if you've ever been the only person to load up area heals for your side during pvp, you know how quickly everyone targets you first, and how fast you die unless there's another healer there giving you heals to keep you alive and vice versa. So now by saying that AOE heals are going to be limited down to team only, now you need 2 healers per team just so the 2 healers can keep each other alive. If this was pushed live as its been suggested, and I was the one calling the shots for my team/faction during pvp, and I made the call that we needed healers, I wouldnt be asking for one per team, I'd be saying 2 per team. So you'd have your 4 strikers, and 2 healers per team. The strikers would get the kills, and the healers would keep each other and everyone else alive. So when dealing with an organized force, your dealing now with a group of players encouraged to have at least 2 area healers per team just so their healers can keep each other alive. And the bigger the pvp becomes, the more teams, the more area healers you have.
Not to mention the other huge downside this is when you dont have full teams, your actually discouraging people from pvp'ing. So say you have your one organized team of 6 pvp'ers with your 2 healers in that team, and then another team of 2-3 stragglers with no healer, its not gonna take anyone very long to figure out who's on which team and who's recieving the heals and who's not, thus the players who arent getting the heals get targeted out first because they're the easy kills. And by doing that you elmininate 2-3 of their strikers with ease making it alot easier to defeat thier other team. So for alot of players, they'll probably get tired of being targeted first because they represent the "easy kill" and then stop fighting. Having any element of the game that demoralizes people from continuing to pvp isnt good for pvp, and by putting this in your giving people a tactile reason to pick off thoes who arent getting healed first.
I dont see how this will change anything except to put even more emphasis on having area healers, and having more healers per team. Thoes who zerg are still going to zerg, except now they'll probably have even more healers.
The correct way to stop the area healers is to increase the IS costs, and reduce the healing output of area healers. In CR1 trauma surgeons were balanced, both of the top teir heals costed alot of inner strength, and healed for less than either of the top teir physician heals. You could spam about 4-5 heals before running out of innter strength and having to wait for some to regen. From a logical prespective, it makes no sense that AOE heals should be stronger than a single targeted heal. AOE heals are overall more beneficial to group pvp (which is when heals matter the most), you shouldnt be able to sit there spamming heals that give a person back a huge chunk of health while costing minimal inner strength until your blue in the face. After a few AOE heals you should be out of inner strength, thus not being able to "spam" the heals.
And the other aspect of this change is, any changes to the balance of the game that greatly and primarily impact pvp only, should have their reasons derived from pvp origins, not a non pvp (or pve even) reason such as ability spam during parties and events. Yea its annoying that people do it, but if the event is monitored, a CSR/Dev can remove them from the event, and players who lag as a result of the ability spam can always simply turn all efects off if it bothers them that much. To change a balancing aspect of pvp because some people lag at parties and events due to the spam is well.... weak to say the least.
So in conclusion, to be in favor of this change, you also have to be in favor of the fact that this system if pushed live is only going to encourage even more healers. I mean if you dont like area healers now.... if this was to make it live... wait until you go up aginst 4+ healers in organized teams, it'll be even worse.