Kinda.
Go my back to my example, say you have your hero with 30k HP.
Our goblin is hitting 20k hits every 3 seconds.
Healer one is able to heal for 100k, but it takes him 5s to do so.
Healer two is able to heal 9k every second.
Healer 3 is able to heal 20k every three seconds.
Healer one, despite being absurdly overpowered, can’t heal through this goblin. Our hero dies between healing events.
Healer 2 is in a good spot. Lots of ability to heal, but not do much else.
Healer 3 is the best, though, because he can address the damage and have a free second for positioning, damage, or casting a utility spell.
If we change it to 2K every second with a 14k hit ability (still same mob dps)
Healer 1 can go one more damage event.
Healer 2 no change, still has to spend every second healing.
Third healer now has attrition between big events, so he either had to weave in small heals or leave people in danger between his big heals.
It just makes healing worse for everyone.
If, instead, our healing values and damage are cut in half:
Healer one now full heals with considerable overhealing just before the damage is fatal, but he does catch it. He’s now viable.
Healer 2 and 3 still deal with the damage the same way, able to gain ground over time.
TL;DR: we need to nerf mob damage and player healing. Everything unfun about healing is because these two values compared to player HP are too high. This change doesn’t make healing any easier or require less relative throughput.