Lately I have been doing some various raid groups, ranging from PVP to PVE. I am also since wow 2.x been playing healing druid with healing range addon (x-perl). And I find the use of some group abilities more or less worthless due to different restrictions and cost in mana and CD time.
I define group abilities as spells/ abilities that effects your party, but not your raid. Spells I can think of from the top of my head is Traquility
http://www.wowhead.com/?spell=26983 and prayer of healing
http://www.wowhead.com/?spell=25308 I am sure that there are other spells just like them, please enlighten me. I do however want to diffrentiate them from Auras.
My main concern is that these are powerful spells, tranqility can heal around 30 000 hp. But in raid environments they are limited by the fact that the reciever must be in the same party, this seem like a non factor to a novice (been one my self). But take for example last time I was in AV and fighting Drek. Drek hits like a truck and deals out major damage all around the place, especially when aggro is not considered. To save the situation I see a druid poping his tranquility; I do a quick check on my raid status just to see the druid is using the 10min CD only to heal a mage not taking any damage. Since there are only 5 spots per raid group I guess blizzard whats you to be thoughtful where you place your members, which I can agree with, auras should have the need to chose for the right occasion. My solution would be to change some abilities to have a wider raid wide reciever group but balanced in the way that the more recievers the less healing per capita. Like the changes to mages AoE's.
The question is what balancing factors is there to consider and how would this effect the game as a whole?