Just throwing this out there. Now seems to be as good a time as any *ahem*
To clarify: Healing (fleshy or forged) cast on yourself is less effective the higher the difficulty.(either heroic and epic difficulty or just epic+). Healing spells/abilities cast on *other* players is without penalty. (unsure how to handle hirelings yet, but they can probably count as "other players")
Normal: 100% healing
Hard: 80% Healing
Elite: 50% Healing
"Reaper": 20% Healing
(maybe have different numbers for raids)
Obviously the numbers can be tweaked, but I hope you can see where I'm going with this. If you put work into self healing and defenses you'll be able to solo Epic Elite for example, if that's what you want, but above that difficulty (or raids) you really need to group up.
What i want to achieve with this?
More incentive for teamplay, adding challenge to endgame on higher difficulties, add more support for builds/roles other than the "selfhealing-dps-monster-hero", *without* adding back in the *requirement* for healers for most areas of the game. (a good team could still complete Reaper, *if* they worked as a team and not 6solo players)
Try to consider the implications and grouping incentives this results in for casual players, soloists, raiding, TR/ER, endgame, challenge seekers etc etc. (ie. the game as a whole and not just yourself)
Thoughts?
Thanks for reading.