
HEALPOWER
A 250 healer should be able to heal a 250 melee, so that he is NOT down again by the mobs next hit.
I'm talking about real spells here, not about enchantments. At the moment a 250 healer can hardly heal 150 melee -.-
An increase of the HP-Healpower by 1,25 would make sense to me. Nobody needs a 5000 stamina heal by the way...
SPELLCOSTS
I do accept the higher costs of spells as such and doubles in particular, BUT you should be able to pay these costs
without having to use the time-credits. Higher Sap/HP Credit-Stanzas (e.g. at Lvl 250) could be a good solution.
PvP / FvF / GvG
If I can attack and kill Team- and Guildmembers, neutral Homins, friendly guilds and the like,
why then can't I heal my friends and foes under the same circumstances (depending on the area I'm in)? Sadge said at the RL-Gathering
that some of those changes have been made because the Bomb-Effect also healed the enemy. This may or may not be the only reason (why can't I invite my "foes" --whilst foe seems to be everybody who is not my guild-- to my team anymore when they're dead?)
but I'm really wondering why, if a feature has a sideeffect that people do not want, why don't you change the feature (bomb/spray/ricochet) instead of everything else around it?