What is the thought process behind the Trauma debuff being in the game? I really don't see any logic behind it other than to further encourage players to run DPS specs in PvP than the current game already does. A 30% healing debuff to anyone engaged in, or recently engaged in PvP combat reduces healing to an effort in futility against even one semi-competent opponent. Interrupts are in the game for a reason, even if only 10% of the playerbase uses them intelligently. I've been a healer in almost every MMO I've played for the last 10+ years (starting with DAoC when it first launched) and I've yet to see anything as carelessly designed as Trauma in it's current form. Healers have and probably always will be a thankless job, both in PvE and PvP. For most people it's just not an enjoyable role to play, and I can understand that, in this game however, it's quickly becoming very difficult to enjoy. I'm not going to get in to imbalances between the three healing skill trees, because that is another issue that needs to be addressed separately. I will say however, that I play an Operative with currently just under 450 expertise (9.35%) and seeing my biggest heal crit (with trinkets) for less than one attack from an equally geared opponent is a complete joke, when you consider the energy mechanic I am limited by, casting times, interrupts and ratio of damage dealing players versus healers. Before the trolls arrive and tell me to switch to concealment and enjoy the faceroll - I've already done that, I had my fun with fun with it. I'm not expecting a dev response, despite the recent "blog" post about upcoming PvP changes, I have yet to see a dev post on this forum since launch. I am hoping someone out there can explain "what they were smoking" when they decided to implement this Trauma system.