Hi @jungle69
I am a healer main, it’s nice to meet you. I have some things I think you might like to know.
The right way to think about a healer, is to think of them as “anti-damage”. That is to say, if 1 person on a team is a dps, then 1 healer on a team is “anti-dps”. Let’s look at some basic scenarios.
Imagine 3 healers vs 3 dps. The dps will do damage, and the healers will heal that damage back. Importantly, note that the healers cannot kill the dps, they lack damage and utility. So how do we get around this?
Well, all the dps can decide to go for the same target, this way, all their damage will accumulate on 1 player quickly instead of being distributed across the team evenly. This is called “burst damage” and this is also where “effective hp” matters. Effective hp is the actual incoming damage you can survive with armour and fortify taken into consideration…
If a player has 1 hp, a healer will NEVER save them. If a player has 50k hp, a healer will be much more able to heal this player because this player will have more “up time” and can survive more “burst” damage. This is what you are seeing here in the video. A person “whelps” has given himself a huge hp pool and is giving themselves as much mobility as possible. This hp pool allows him to survive burst damage, and this allows healers enough time to keep healing him. The mobility allows him to position himself strategically to dodge incoming damage and avoid other potential problems.
Let’s bring this all together now. 1 player (whelps) is highly survivable (hp + defy death) and highly mobile (light armor + berserk + throw + evade + flèche) and then other players (possibly 2 ppl) are healing him. This is a total 3 players.
^ in the above scenario you are complaining about 3 players who can never kill you. The life staff basic hit is just over 1 k and Whelps has 500 constitution. They are bringing no kill pressure to the situation, and the most efficient thing you can do in that scenario is ignore all three of them and focus instead on objectives. They are no threat and they have built specifically so that they can withstand and soak up as much damage as possible. Strategically, any time or energy invested on killing Whelps will be time n energy wasted. Thats what they “want” you to do.
You said that :
This is intended, this is not a bug. Healers, healing highly mobile, big bodies, are working exactly as intended and neither the healer or the body are a threat to you. This is balanced. They r throwing all of their resources into surviving, and no resources into killing you. Imagine if you could easily kill people who had 500 con and 2 healers devoted to Them! Seriously, imagine that!
I believe your suggested changes above would would completely break mutations and other pve content, but that asside. I’d love to see blessed go from the life staff, as it makes for boring perk choices on the life staff. Mandatory “must have” perks are just lazy game design in my opinion and restrict build diversity. So we can agree on that 
It’s important to remember that heavy healers were once a huge problem in this game. Heavy healers would use heavy armor to reduce incoming damage. This meant that a health pool of say 13000 would actually require something like 25000 damage after mitigation applied. (Google “effective hp” for more clarification) and so healing a heavy player for 5000hp was more like giving that player another 10000hp.
Could you please have a go at articulating exactly what you think the problem is with healers? And what you actually want for healers in this game?