I have the perfect (almost) solution on how to nerf healing to 50% in PvP. Yes, its very easy really, FC just have to do the following in ALL 0% and 25% zones/areas:
Players are already doing 50% damage to other players, from now on, the players should only do 50% dmg to mobs, and mobs do only 50% dmg to players, IN PVP AREAS, 0 and 25% zones/areas ONLY. At the same time the mobs should heal 50% effective in these areas, same should players, heal for 50% effectiveness in these zones/areas ONLY. CH should in these zones only be able to heal for 40% of targets max health (CH needs a nerf, getting back to that later in the post).
But Doc needs a nerf in PvP too (along with Trader of course),
1: Heals and damage needs the same effectiveness, which means both has 50% or 100%, 100% heals vs 50% dmg vs 100% heals is unacceptable, the game was designed for 100% vs 100%.
Solution: Make dmg 100% again, but keep the cap on max dmg at 40%, or perhaps even lower it, and make the cap at 30%, so that no one can get instakilled in 3 specials. Or as suggested above.
2. CH (Complete heal) is an extremely overpowered healing nano. To heal from 1 HP to 10000 instantly, with the press of a button with no delay, is way overpowered. With Izg Recompiler 28% + NCU Upgrade 15% + Hood 9% + Notum Harvester = the Doctor can chaincast (no delay between casting) CH for several minutes. A soldier gets 4x more HPs for 1min 20 secs with TMS MK X, The Doctor gets at least 20x more HPs with chaincasting CH.
Solution: In EQ it was a similiar spell, which they realized was way to powerful and they nerfed it. In AO they need to increase the nano cost by ALOT, they need to increase the execution time with several seconds, it should not be instacast as it is now, its extrremely overpowered. In PvP it should have the same cap as dmg, 40% of targets max health.
3: Init debuff is an extremely powerful debuff, this debuff combined with extremely powerful healing (100% effective vs 50% dmg), makes it almost an impossible task to even scratch the doctor for a few points of damage, unless of course you are a trader (Ive heard MA can do it too, but havent seen it yet) or an MP who are lucky enough to land a NS, but MPs Nano shutdown is not that powerful:
a) it is not instacast (that means they have to stand still waiting for the execution bar to reach the top and then cast, and that their gun dont fire any bullets while they are casting),
b) it lasts ONLY 20 secs, 20 secs is not that bad, it is survivable, and you still got your gun to fire bullets with that is totally unaffected by this debuff.
c) It has 160% chance of resist. Which makes it more easy to resist than other offensive nanos.
But docs init debuff (traders divest and in to a certain degree plunder) it is a very different and much more powerful story:
a) Docs init debuff is instacast, just as traders divest and plunder, which means that the very first thing that happens in a fight against any of the two professions (even before you get to fire a regular bullet) is that you are debuffed, and greatly reduced in effectiveness.
b) Docs init debuff lasts for 2 MINUTES, 2 minutes is a very long time in a fight, its not possible to stand around and fight a doctor who has debuffed you for -1500 to all inits for 2 minutes and at the same time the doctor is able to chain cast CH, which the doc dont have to cast, so instead he stacks 2 DoTs in between, making sure you die if you zone away (DoTs starts to do 100% dmg if either the target (victim) or the caster zones).
c) It has 100% chance of resist, 100% chance. That is the same as regular NT nukes, which means it is meant to land almost everytime its cast. 100% resist = >90% chance of landing on the victim, assuming the victim has maxed NR that can be raised by 4 points pr lvl (when not title capped) and implanted with QL 200 bright and faded NR clusters, AND assuming the victim is at medium setting on the agg/def slider. If at max def then prolly about 20 % chance of resist, but if you are so lucky to resist 1st time, then its cast again just 5 secs later, then when you are debuffed with -1500 to all inits, and got your slider at max def.... you got a HUGE speed problem, no, not huge, cuase its huge even if at max agg, its GIGANTORIOUS (no word for it). You will fire off a bullet just about every 10 seconds if at max def with a normally fast gun.
Solution 1: Make the Init debuff MUCH easier to resist, as it is now (100% resist) it is meant to land easy, FC buildt it that way (an obvious mistake as they didnt predict its uberness). It should have at least 190% chance of resist, but since its so much more powerful than Nano Shutdown, it should have more like 280% chance of resist.
Solution 2: Make it last 20 secs, and make the execution time several seconds longer, to make sure that it is not instacast and that at max agg and at lvl 200 with best possible nano init it would take the doc at least 5 secs to execute.
Solution 3: Remove the debuff from the game.
Most of us has felt the frustration of getting debuffed by -1500 to all inits, making us fire bullets slower than we did at level 1 with slider set at max def, MUCH slower. -1500 to nano init is insane, it makes me with 1200 nano init cast ALOT slower than a lvl 1 NT at max def... a lvl 193 NT at max agg, casting MUCH slower than a lvl 1 NT at max def!! Infact it can be compared to something like a lvl -100 NT (minus 100), thats slow, and when you are forced to be that slow for 2 minutes, its suicide, its no point, you cant win, no matter what dmg you do, the doc will easily heal it up.
And since the doc has no problem healing up the dmg you do, The doc hits you with 2 VERY powerful DoTs (which BTW is NOT capped at 40% of max health, and the DoTs does 100% dmg if either the victim or caster leaves the zone), and you are dead, without even a small chance.
Well, just as Traders, doctors needs a nerf in PvP. And since so many are against short duration fights (for me the fights are to long already, but lets make a poll about it: Are the PvP duels lasting to long or to short), it seems that it is best to introduce 50% healing. That means in ALL 0/25% zones, EVERYBODY including NPCs, monsters and Players should do 50% damage AND healing should be 50% effective, for EVERYBODY.