On paper my Concept for altering pips healing to suit the current game.
800HP + 400HP over 5s (80HP/Sec) to allies hit.
Mega Potion (if it were to retain design)
1200HP + 600 over 5s (120HP/Sec) to allies hit.
TAKE into account the 2 CHARGE system.
Effectively doubling the output of potion, thus the upfront potency reduction.
Potentially leading to a Healing Potion every 4s, thus near constant ally support.
Or a successive burst of area healing in a short window with a long CD.
With 2s recast lockout to meet demands of other pump healing characters, but with less strength as it effects up to x5 players.
Additional HP sustain should be added to the base ability to support self sustain, life rip, self healing states of other characters.
However neigh infinite recasts requires CD management strategy or it will be sluggish to maintain.
Sustain healing providing additional self support by with extending the ally elimination window for healing allies to neigh infinite, like other supports.
A player will always have a potion on them for combat and one for team healing.