My concern with purely passive regeneration is that it has no counter play: there’s nothing you can do to stop it. Poison slows it down, but that also works on normal heals, and normal heals can be interrupted. The signet cannot.
I believe that if you remove the existing counter play with a passive regeneration signet, you need to replace it with a different kind of counter play. It makes the game more interesting.
Additionally, CC such as stuns are rewarding enough in themselves: the idea that while you’ve incapacitated your opponent you are passively healing for 400hp/sec seems downright broken.
However a warrior getting 400hp/sec in regen because he’s doing a great job of sticking on someone and smacking the holy heck out of him/her sounds more balanced. The better the warrior is at staying on target and damaging, the better his healing gets.
This is why I’m partial to the heal-while-dealing-damage signet: teamwork and coordination will help the warrior stay on target, which helps keep the warrior healed. Conversely, dodging and CC can act as good counter play to the signet.
For example, look at the Necromancer’s Blood Fiend. You can CC it, dodge it or kill it to counteract the Necromancer’s passive regen. That’s good counter play. The Healing Signet needs its own counter play outside of just ‘poison’.
Poison slows it down. So does bleeding, burning…in fact any condition that does damage per tick negates Healing signet. Most conditions will apply 120 dmg per tick. So if you can keep 1 bleed, some burning and a average up time on poison you are already on top of healing sig regardless of whatever physical damage you’re doing. The question is now who can do this condition stacking?..necro/thief/warrior/engineer/mesmer/ele….but it is not like they can do it from ranged, because that would be OP unto itself. Range is one of the greatest defense mechanisms one can have..they can’t hit you..they can’t hurt you..oh, my bad..all of these professions can do this at range. Sigil of doom just ensures that poison can be added to the list if you are lacking it.
the problem stated is 400ish healing per second..as a warrior player there is definite windows where healing sign does not tick every second and take s a handful of moments to start rolling again. Look to the abilities you have that counter it. regen is counter by degen. Power is countered by toughness. Knockdown by stability. Boons by boon removal/hate. People are looking for complicated means to counter something that is unto itself very easy to counter. A lot of the problem is players are comfortable with their builds and don’t want to change or try playing a different profession. Tye warrior has been adjusted, their play style vs warriors has not.