Recently got buffed from 2s —> 3s and 20% —>25% heal reduction on non-tanks (10% —> 12.5% for tanks) . I don’t like how long it lingers. It encourages spraying everyone a little bit to maintain the debuff as opposed to staying focused on one target.
Here is the buff I would have given:
2s —> 1s linger duration.
20% —> 30% heal reduction.
(1/2)x —> (2/3)x multiplier for tanks, so 30% x (2/3) = 20% heal reduction for tanks.
This change would mean just about nothing for tanks, and would make the passive nearly useless against anyone outside close range. The lower the uptime you have for something, the stronger you need to make it when it’s actually doing something. And with how the tank role works combined with how heavily affected tanks are by the passive, that uptime balancing gets thrown out the window. It’s better to balance the dps passive around having a higher uptime in order to have a more consistent effect on gameplay.