Players’ health bars were yo-yo’ing. Healers routinely had 30-35%+ overhealing in PVE content. So, the only thing that was really capable of killing players was getting close to one-shot territory. And because one-shots are dumb, this should be considered a good change. (This is also an issue in PVP → the game is too fast.)
So, the +25% Stamina and +25% Creature damage is a simple one. In effect, this is strictly an indirect nerf to healing. But why not just nerf healing? Because that’s A LOT of bad juju. Healers are generally in a good spot in 10.1 so it’s best not to disturb that balance.
BUT there’s another reason. What if you logged in and IMMEDIATELY lost 25% of your actual power. I mean, your 100k HPS healing parses would be cut down to 75-85k at best. That would be WAAAAAY worse.
Now, it’s not a 25% nerf to healing because you still have a huge amount of overhealing to account for. Healers should be in the 20-25% overhealing range now, which is WAAAAY better. (15% is near perfect btw.)
You literally won’t notice a thing (with the exception of having a lot more health), you’ll still be just as strong, but you might notice your effective healing actually goes up as a result of this.
There’s been A LOT of changes in 10.1 to the overall game balance. Damage will not be as insane as it was in the start of S1, and Mythic+ will be significantly more accessible to more players than S1’s Mythic+. This is a huge win overall.