Meanwhile, this totem change is a change in the wrong direction and here is my personal opinion on why:
1. This is a nerf to survivability and not to healing(major problem here). Mastery and unleash elements was enough to bring someone from 1% to 100% in a small heal. A simple fix to this would to either nerf mastery or make it so that totems like healing stream/tide didn't scale with mastery.
2. Shaman survivability is by far the worst of any healer in the game. Getting opened on by the opposing team means that there is a high chance of me dieing in deeps/stuns which there is an abundance of now. What do shamans have? Nothing to get out of these stuns, I would have to trinket if I want to live thus resulting in me dieing on the next stun.
Druids - They have barskin and ironbark on 2 different cds and can easily cycle through them. They can displacer beast away and stop/switch the momentum instantly.
Paladins - Devo Aura/Bubble/Plethora of instant casts/Blind/Hoj
Priests - Although priests arent really playable in the current state of the game I feel like they have good defensive abilities such as pain supp/spectral guise/fear.
Shamans - Astral shift? stone bulwark that can be spellstolen? Really on a health increase during a stun? We really have nothing when we're being stunned.
My idea for a change: Nerf mastery/scaling with unleash and healing stream/tide. Make it to where if you get locked out on heals that you cannot drop a totem but if we are just blanket silenced we can still use them.
More suggestions: Make astral shift usable while stunned and put it on a 1 min cooldown.
Feel free to contribute to this thread in whatever way you want, I would like to have a discussion on it without being too biased.
Once again, I do agree that a change is in order but this is the wrong way to go about it.