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2 - Bloodletting healers: "Bloodletting" make you healers a damage dealer instead of heal (Obviously damage to enemies xD) This type of healers have a decent amount of damage but they just have this, damage and no more, no special ability as other magic builds or something to let them shine, let's compare Blood Healers with his most similar class, the mages 
Mages has more damage, they can deal damage to backlane with his Lightning and Earthquake, has more range = more safety, has better mana sustain, has other useful mutations like "Defensive & Speed Magic", they have mass control mutations like "Antigravitational Strike " and "Blind Lightning" and they can be combine with Tanks with mass taunt who makes them even more powerful (On a past healers could combine with mass taunt tanks but since 1.0 new quests it's impossible to have Remote heal and Mass taunt on the same build, and Remote Heal is 101% necesary for this type of healers) And what has healers on advantage? 40 more base HP and -1 token cost, I mean nothing, so why the hell someone will prefer bloodletting healers than mages?
And how can they be improved?
For support healers it's easy, let the player choose who unit healers needs to heal (Or at least approximately). Another way to improve them is give him new ability to heal a group or something special, and the last one is to change the heal to see a REAL healing, I want to saw my healers healing and think "Good job my friends"
For Bloodletting healers is hard unless dev give a new mutation who can damage enemies/make them alive A LOT of more time, I think buff the damage it's not an option, as I said before the problem is not damage, maybe with a heal group mutation (As I proposed previusly) can be good for both ways, heal/buff team and damage group of enemies with bloodletting
For PvE... I think they are good balanced
If any dev read this and want any mutation ideas for healers please let me know, thanks ❤️
