Currently, the Healing in PVP is heavily crippled by that fact that it is halved.
That means unless you have absurd equipment investments, your healing skills do nothing,
while damage reduction skills are not touched in any way (e.g. Bear,Magic Shield,Iron Skin,Stone Skin,etc.).
I think just halving the recovery value cripples the wrong builds too much, considering the current system that has lengthy healing skill animations and skill delays while attack skills have their delay reduced with each upcoming balance patch, which makes it nearly impossible to use these skills while attacked (not counting all the instances of silence/stun/knockdown/freeze/staggering where you cannot use them or you get bug-locked with target change wheel).
To make healing more fair and appropriate for PVP environments, instead of halving the Healing,
putting a hard cap on the recovery value per skill in PVP would help tremendously more,
e.g. in situations like “balanced” Gemstone Feud, where you have nearly 0 SPR/healing stat gain from equipment.
The recovery cap would be based on the maximum HP you have and the basic recovery factors or the skills.
Heal: 20% of maximum HP
Mass Heal/Tree of Sephiroth/Indulgentia: 50%/72% of maximum HP (total recovery value)
Healing Factor: 40% of maximum HP (per 5 second tick)
Restoration: 10% of maximum HP (per 3 second tick)
since Mass Heal has a bonus recovery over time by 45% of the original recovery value via the Heal:Linger attribute, it’s base recovery should be fixed at 50% max HP, so you have a total possible recovery of 72%.
Tree of Sephiroth would recover 4% of maximum HP per 0.5 seconds (3.8%x 19 ticks = 72%)
and Indulgentia would recover 8.4% of maximum HP per second ( 8% x 9 ticks = 72%)
Healing Factor was always an odd skill, but I believe that capping it at 40% max HP recovery
would be a decent change.
Restoration has such a low recovery factor that it will be hard to cap even with decent SPR investment, so it can have a low recovery cap of 10% maximum HP, which makes it still worth the investment of attributes.
If the balance is handled this way, it still allows people who invested much into CON/SPR to recover decent amounts, but at the same time does not cripple builds that have innate low base SPR and/or no luck to accumulate the required amounts of SPR to have a good overall recovery.
There is already a skill with recovery cap based on maximum HP [ arditos Recupero],
so since the system needed is already there, it could be easily applied for the PVP rules.