Blockquote This makes no sense. Healing is flat, damage is flat.
Crowd control is flat
If you buff HP by 33% you nerf damage because crowd control no longer spans the entirety of a person’s hp bar.
If you give people more hp they stop dying in a HoJ stun
If you give people more hp they stop dying from a poly into pryo pom pyro
If you give people more hp they survive the counterspell/kick long enough to shield and penance themselves.
Now I’m not defending nerfs to classes that 1 shot you in SoD, I am merely stating that it will in fact change what is valuable in a pvp setting if the change is drastic enough.
More hp doesn’t hurt the healing meta, it hurts burst and classes that aren’t good at sustained damage or rely on ways of dealing damage that aren’t easy. Think of a rogue that opens up and doesn’t kill anyone, now in many ways he is a worse warrior unless he sacrifices cooldowns. It might end up that it would have just been better to have a warrior in his place.
Give everyone 10,000 hp at level 25 and now burst is absolutely meaningless and only classes that are top dmg in a raid will be worth bringing to a wsg because everyone has raidboss hp. (this is just for demonstration, don’t blow up over it)
Blockquote If you change those stats to 1500 health and the damage and healing remain at 150 health/damage they both become 10% of the total health pool.
What you think you are saying and what you are actually saying are not the same.
It’s true that 150 dmg or 150 healing is 15% of 1000 hp. Nobody disputes that, you don’t have to repeat it.
If you increase health to 2000 and that makes 150 damage/healing 7.5% of 2000 that doesn’t mean you suddenly are dealing less damage or less healing, you are still dealing 150 damage and healing for 150.
If you are running 150 feet inside a house or running 150 feet inside a stadium it is still just you running 150 feet.
Think of our health bars like a bank. Right now some classes are depositing so much money (damage) that the bank can’t hold it all. (dying inside of a stun)
If you double the capacity of the bank from 1000$ to 2000$ this means that in relation to the size of the bank you are depositing half as much money. You are claiming that because you can’t cause an overflow as fast as you used to that you are now half as rich.
The price of goods has not changed, 150$ a day is still buying you the same amount, but you feel less wealthy because to fully fill the bank it takes longer.
Giving people larger health pools would require more healing, it would also require more damage. Heals are already stronger than damage, if you buff heals from 150 to 300 because you are concerned with this irrelevant and abstract “% of health bar per heal per capita” figure then you aren’t looking at all the figures. You think you’re poorer because the bank has a larger capacity, even though goods are the same price.
That begs a question and the answer is you won’t always have a full hp bar if your capacity is increased but the rate of healing stays the same, but that is completely fair because your HP is an abstraction of resources in and resources out and that missing HP should represent a resource your enemy spent that you have yet to replenish with your own resources.
Blockquote Both are equally nerfed/buffed when health pools change.
Not even close to true, in some expacs they used to hold casters hostage in RBG instead of killing them by harassing them so they couldn’t drink or recover and the time wasted was possible because mana was such an inferior resource. That was possible because in vanilla a mage with 800 mana could do 5k damage but in whatever trashpac that RGB was from you needed 4 defensive cooldowns, a trinket, and 2 dps cooldowns to kill someone with your rotation.