So ideally what we would like is a healing skill that is generally more useful, reflecting the skill point investment, yet balanced. At the same time we want to nerf the almost unkillable pot chuggers/bandy healers. Does this sound about right?
Here’s my suggestion:
1) Cap the size of finger slip healing reduction at, say, 50%.
2) Bleed should not stop a bandy heal
3) The re-use timer for heal and cure pots gets set to thirty (maybe more?) seconds if you have used a bandy. This lasts for several minutes.
4) If you have more than 180 skillpoints invested in healing/anat then any weapon you hold is automatically balanced, allowing pot chugging without disarming.
This might work well because:
1) It gives bandy healers greater reliability with their amount healed per bandy.
2) Gives opponents less options for completely stopping bandy heals while still leaving poison and mortal as options for them.
3) It effectively gives healers easier access to a range of new abilities, ie those provided by pots – instant stat boosts (to counter curse), instant stam refresh, and to a much lesser extent instant heal and instant cure.
4) It nerfs the healing pot chug/bandy types.
It would need a revision of the amount healed per bandy tables to make it balanced, but I think it would improve healing a lot. You'd be trading off amount healed per bandy a bit for a more reliable amount healed. But if they rejig the tables right it could still be well balanced.
Constructive criticism welcomed.