We have seen with many other games how nearly if not all healers in those games, are heavily weakened.
In such a way that to win a battle with them is extremely hard to due.
We see in other games again, that continuous healing is even more controlled as that kind of regeneration gets out of control REALLY quickly.
Ludia, and by extent its new owners, have not listen to this.
They have released and updated several new creatures all with a healing based move set, but none of the balancing that goes with them.
As such it is quite easy to run play against a team of nothing but healers, and not kill one, because of the passive or active moves.
It is getting to the point, that quitting seems like a better idea than the walk through the mud that is healing meta.
I have seen several battles where passive effect healds, are pushing 7000 healing or more by the time the move is done. That is on top of other healing/boosting moves they might already have.
In short stuff that is fierce should not be healing back their entire life, becoming so powerful and durable that even their counter of Cunning can't do ANYTHING to them. And any of the other two classes are just fuel to add more healing.
the only other dinos that boost healing, are already extremely over powered in their own right. Para can heal away almost all damage each turn requiring prefect play using moves that give it weakness to stop it. And the Unique Dilo is even worse, as it has a full powered counter attack, that gets faster each turn you fight it.
Worse still, the buffs we have been seeing, are not just stat and moves fixes, but generally just healing being added on to 'heal' old teams.
Teno for example, now full heals when it faces down threats. So rather than dealing with a slightly weakened versus, it is just ready to go with the same moves. Again, with your second dino.
Kill healing now. It needs to be done for the life of the game.