It seems they do not bother about scaling skills with skill power anyways. So I thought about healing.
Many might think: Why even bother everything is easy even without healing skills...Well I am sry but I just love healing in games so this is a topic I am interested in.
Even though a lot more is already possible. Let's say the average amount of armor on live is ~200k.
the healing of the chem launcher is about 50k. (~25%)
the mine (with one mod) does about 38k every 7-8 secs (~20%)
the drone does about 12k every sec or so ( ~6%)
the hive does 25k every 3 secs I think (~12.%) (could need a buff..does anybody even use this?)
If they just swapped to % healing (chem launcher heals 25% percent) they would not need to bother about making heals too weak for tanks or too strong for glass cannons.
This would also fit in every normalized game mode.
If the 400-500k armor build reaches live we will have struggle to heal with a 50k chem launcher. It will make a healer even less attractive.
Mods could give x% base healing instead of buffing those x k healing by x%. A high SK build could maybe get a +25% on chem launcher while mods would be harder to get for Tank and DD builds.
Healing 50% of a 400-500k tank + having less CD + longer duration+ more shots...The tank would appreciate that.
And IF they would actually let skills be scaled by sk this would also work. X% more healing for X points more SK.