TL;DR: The opponents of the idea suggest that the game is in good health, which somewhat weakens the reasons for this change to be implemented. Thus, it can be discarded.
Hmm, no nested quotes.
I'm a bit puzzled by your emphasis on hotkeys here, nevertheless I'd like to point out that I did include them because I think a change to the teamwindow was pointless without adressing them as well. The reasons I see for implementing the change were listed as "predicted positive effects" in my first post. I listed them in descending order. As stated already I'm not quite up to date on the state of the game. It's been almsot a year since I last played.
Back then the game was in really bad health, so the first point would actually have been a good reason. If the game is flourishing at the moment this point is, of course, a lot weaker.
Changes did not roll in rapidly back then either, so I erroneously projected that I might have not missed out on too many of them. Considering balancing the developers seemed to struggle a bit, especially when it came to comparing abilities that used different methods of application (aimed, targeted, etc.). This was my reason for including the second point, I consider increasing the similarity of the method of application among targeted abilities to enhance their comparability.
Point three, for clarification multiboxing with included input broadcasting, was pretty weak to begin with, yet I included it for completeness' sake. I haven't seen it being a big thing in FE, yet the combat use cases are pretty much limited to using targeted skills on team members and using AoE effects, so albeit being really weak, the point is still valid.
Point four is actually a bit stronger, since individualization facilitates the need for apparel more strongly than uniformity does. And with apparel being one of reloaded games' major income source, i deemed the point worthy of mentioning. There are, of course, a few logical steps between my suggestion and this effect though, which is why I added it as my last point.
So you're commenting from being gone for an entire year when meditation was actually nerf and overall regeneration is actually lower now. Granted, PVP serums are cheaper and I agree regen needs a nerf across the board at least buffwise.
The game's population is actually because people are tired of fighting rerolls (hackers) and lack of updates. The PVP experience has been positive on all fronts, minus maybe Rifles which are considerably weaker since the last patch... but that's normal since the weapon choices are pretty crap when compared to pistol or melee.
Your suggestions would actually make it easier on aimbotters since it is actually the reason legit players can compete against it. Since hackers tend to have piss poor understanding of mechanics (especially when/who to heal) so you'd ultimately give them the patch they want.
Well in truth, the only "balanced" heal is filtration. Yet if Staunch's range was reduced, you'd see a huge drop in HPS, let alone if it was made personal only. Even then, equipped mutations are buggy with dual wield.
Multi-boxing is never a valid argument unless you can effectively play like this, but FE is not a game you can effectively do this.... you can mimic imput but it would not be viable in any regard. Even then, it would be very easy to catch and report (as it's bannable) before it became a huge issue.
The only non-individual part, especially if you're speaking of builds is the following.
- Armor Use - It increases all resistances... kinda obvious since its better than armor.
- First Aid - No reason not to have as a personal healing skill
- Empathic - No reason not to have this, but far weaker than First Aid. Thus why you don't need more than 129.
The rest is all dependent on choice.
That would be two furballs then, which is a slightly different meta. Even then one of the reasons for doing it is that there is no benefit in being easily targetable, due to your teammates always being able to to target you.
Even with the ease of targeting someone, if cast time was increased it would mean you'd require faster reacting timing to actually save that target. Let alone if cooldowns were longer to further promote focusing targets down. But I can promise 75% of healing is Staunch Wound, as it is allowed to be used while mobile at 10m+ without being a huge cost on any resources.
Make Staunch Wounds 3m-5m range or make it personal, you'd easily remove most of the problem with group vs group sustain. But even then, making it so it takes longer to finish casting Benevolence would also greatly help this situation.
There would be less of a "large furball" if melee also didn't reach 7m, yet not a single part in your post covers this now does it? Fact is, there will continue to be a furball in both situations.
I based my claim on the last fights I had. Our group was able to sustain health on all members pretty effortlessly and without even significant shortages in resources for 30 minutes + in all cases until our heal caller got bored and started derping around.
The 6s cooldown did not apply to us, since we didn't all fire up our heals at the same time. Now of course one can always claim
the enemies being "bads" to be the reason for this, yet after multiple independent samples this claim becomes rather dubious.
Last time you played was during 2.6's combat update...
- Far higher regeneration from illumination (Before it was 24 at Meditation 8 instead of the 17 now)
- Vital Osmosis healed everyone (Now it won't heal the caster) while not requiring line of sight (Also fixed)
- D&W was insanely powerful with very little counter with Sap Stamina being removed.
- Primal Vigor could also be stacked with D&W with very little downside, as Suppression wasn't as common either.
Which you might not think PV was a big issue with D&W, but it was very apparent during 2.6 as you had barely any resources to worry about because that update was stupidly in favor of burst play.
And the 6s cooldown did apply to you and others, but I knew the groups you played with then as well... you might've thought "oh only I healed them" but in truth 5-6 others smashed their SW on that very same target.
Fixing heals was not a reason I listed for implementing the change. The reason was changing the meta. As stated above, purely numerical changes, like the ones you suggested as well, have been the chosen path for balancing things for quite some time now. My idea was to mix things up a little, yet again, as stated in the first paragraph, if the game is in a good condition, it proves the traditional way of doing things right.
Your idea was to make all heals aimed, which means all damage would also have to be aimed, and thus without a proper anti-cheat program the entire game would die off from hackers.
Not to mention FE is a heavily casual game.. you'd kill off a lot of the population as most can't even aim Filtration or Bend Metal.