sprite wrote:I hope what they mean is that the heal power *when in pvp* will be divided by 3, but at other times it will be normal.
It's hard to tell from the context if the answer is refering just to PvP or to both PvP and PvE. The answer is about balancing PvP, but the paragraph which mentions cutting healing power to a third of it's current value mentions the power of mobs.
Having two sets of rules for healing would be confusing for the healer who would have to relearn how much to heal in PvP, and it could be open to exploits. Which rule set would be followed if a player and a mob were both attacking someone? If the PvP heal rules were followed, then dragging agro would be a decisive PvP tactic. If PvE heal rules apply, a tank might attack a lower level mob to triple his healers effectiveness.
One way to fix the problem that it is too easy to bring a player back from unconsciousness (not resurrection like the answer says, only the Kami or Jena have the power to resurrect), is to reduce the effectiveness of heals when a person is unconscious by a factor of three. This would place a premium on healers keeping a person up. It would be easier to make two rule sets for this. If a player gets the blow which puts the person down, follow the PvP rule; a mob gets the killing blow then follow normal PvE rules.
Introducing this sort of phase state change rule might not be a bad thing for PvE. Many times I've gone down several times in a PvE fight and never bothered to use my self heal because I know my healer can get me back up in one heal and at full health in two.