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I'm not sure we are actually disagreeing here. Going back to our first interaction (I think I was responding to someone else originally), I was saying that most healers are vulnerable from a lack of movement ability and need some form of sustain for flankers. The point of clarification I was attempting to convey when responding to you was that movement abilities are sparse in the healing class. But you are correct that they have other tools at their disposal.
If the healing was powerful then the teams wouldn't need whole three healers
I win most of my support games because I know this fact.
Additionally, healing being powerful does not necessarily mean it's broken—it could simply indicate that other aspects of the game, such as damage output, burst potential, or counterplay mechanics, need to be adjusted. For instance, rather than outright nerfing healing across the board, introducing more healing reduction effects, increasing the effectiveness of anti-heal abilities, or making sustain strategies require more resource management could lead to a more balanced outcome without gutting an entire playstyle.
As for melee characters, while they may struggle against strong healing compositions, their role isn't necessarily to go in alone and "tickle" enemies. Many melee heroes shine when properly coordinated with their team, using crowd control, displacement, and burst to secure kills. A direct melee buff without addressing overall balance could make them oppressive in other situations, leading to a different set of complaints.
Saying the game "feels awful to play" at times is valid personal feedback, but rather than calling for extreme nerfs, it would be more productive to explore whether the issue is in healing itself or in the current synergy between healers, tanks, and ranged damage. Balancing a game like this is an ongoing process, and drastic overcorrections could create new problems rather than solving existing ones.