Healers Were Not Buffed — DPS Was Nerfed Around Them
TL;DR
Blast Medic and Heal Shaman became dominant not because of one direct buff, but because Heal and Shield Power (HSP) was never nerfed proportionally, while practically every important DPS stat was reduced.
At the same time:
The result is a steadily growing gap between healer and DPS effectiveness.
DPS Lost Every Major Source of Scaling
Over time, DPS lost power from almost every offensive stat:
Meanwhile, the healer equivalent—Heal and Shield Power—was left largely untouched.
HSP already has a higher base value and directly improves the healer’s main function. DPS scaling is divided between AP/SP, Critical Chance, Critical Power, Penetration, and conditional bonuses.
This was not one isolated balance change. It was a series of changes that repeatedly weakened damage while leaving healing scaling intact.
Increased Defenses Were Another Indirect Healer Buff
In February 2026, base HP, Armor, and Resistance were increased.
For DPS, this was another indirect nerf:
For healers, the same change had the opposite effect:
Damage was reduced while healing gained more time to operate.
PvE Nerfs Also Increased Healer Efficiency
Over approximately 14 months, mobs were nerfed at least five times across multiple areas:
Every reduction in incoming damage means healers have less work to do. Their output, however, was not reduced alongside these changes.
Healers now face less pressure while retaining the same healing power. That is another indirect increase in their real effectiveness.
Compare the Talent Investment
A Medic can receive a universal 35% increase to healing and shielding from one talent at 5/5.
That bonus:
Now ask the same question for DPS:
How many talents are required to gain a universal 35% damage increase?
Most popular damage talents are conditional, stacking, or dynamic. Many provide around 17.5%, while even Multistrike reaches only around 25%.
The closest comparison may be Focused Assault, but it requires attacking one target. Even then, Focus Healing is stronger:
The healing version is stronger even before considering the single-target restriction placed on DPS.
So Let Me Get This Straight
How is that balanced?
Anti-Heal Was Supposed to Be the Counter
Anti-Heal was reduced from 75% to 37.5%—exactly half of its original strength.
Even when it was at 50%, healers could still come out ahead in group scenarios because healing does not exist in a vacuum. It is supported by:
Anti-Heal is not an automatic answer to overtuned healing. If a healer remains highly efficient through the mechanic specifically designed to counter healing, then either the counter is insufficient or the underlying healing output is too high.
Look at the Most-Used Runes
Look at the screenshots showing the most commonly used healing and damage runes.
Compare:
Do the math and ask yourself:
Which one is easier to use, and which one provides more real value?
Popularity alone does not prove imbalance. But when the popular option is also easier to activate, less conditional, and more numerically efficient, it reveals a clear design problem.
For Those Who Want to Argue With Numbers
If we want to use numbers, the comparison must be systematic.
A serious calculation should account for all major variables:
1. Primary Stats
2. Talent Efficiency
3. Critical Scaling
4. Ability Mechanics
5. Countermeasures
6. Real Combat Conditions
The comparison should not be between two isolated abilities or two specific classes in a vacuum.
It should compare healers and DPS as complete roles under realistic group-content conditions.
Only after accounting for these factors can we draw a meaningful conclusion.
Saying:
“A Rogue can burst, so the healer cannot keep up.”
is not an argument. It is one cherry-picked scenario, not a complete balance analysis.
If you believe this argument is wrong, provide your own calculation using the same inputs. I am open to a real discussion.
But a real discussion requires evidence, consistent inputs, and actual calculations—not empty objections.