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I've been thinking of that question for a while, I can see in PVP 10% reduced healing might be the coin that tips the scales into your favor but in PVE heals tend to be very huge so the only way to deal with them is through interrupts and CC. A good example of this being one of the naga mobs in heroic TotT, her heal is slow but huge, if permitted to cast she'll heal for her target it for 25% of its health on average and 10% less isn't going to make a difference when she tops off her target anyway.
Now interrupts are very common, every tank has at least one plus any that DPS bring or even a shammy healer if they're on their toes about their game. But it's a bit excessive in my opinion, I don't think it would be bad game design if a group lacked interrupts, perhaps being forced to interrupt an offensive spell, and be able to make up for that lack with a mortal strike debuff. It gives more synergy in my opinion.
This did bring back memories however of one particular boss that required having a mortal strike debuff to be accomplished before out gearing the content. I speak of Anetheron in the Caverns of Time.
It also made me wonder, would a group of 70s in gear that you would expect for just coming into that tier of content be able to kill Anetheron with only a 10% debuff? Something we will never know I'm sure, but it makes you wonder what if they did this sooner? What else could have broken from this change in design?
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