Yes, and where they die is in their decision to leave combat. If they leave too late, they die. If they are surprise attacked, they die. They are physically weaker, and have less health. That is the trade off, that is where they die easier.Alvarins still need to be able to die. Nerfing healing to where you need 2 minutes to reset would reaquire massive balance and pve changes across the board and it would still not fix alvarin issue entirely.
Archer Alvarins (which is basically footie alvarins) would dominate if there was no healing however if we both nerf Alvatins and healinh now we are talking. Archery is not weak against armor you are always naked. Alvarins do 30s through steel with normal hits and then up to 50 with armor pierce and then add weakspot and abilities into it and they 4 shot people in steel you again would not know you play naked and are broke.
I am not saying healing does not need nerfs you are confused. I am saying that Alvarin clade needs direct nerfs even if you nerf healing becauuse they would still be unkillable avoid xv1 while always getting you in a xv1 themselves. They can still win meele by pure luck weakspot armor pierce they have just 10% less HP and 15% less dmg than Thursars.
You cannot have a class that can just decide to dip whenever they want to also ttk is low asf for healing to get that gutted withoue raw hp buffs. So if we ever nerf healing we need to add in scaling buffs to all health modifiers such as height con weight. They need to give 1.25-1.5x more with height giving 2x more because its weakest stat.
Yes, you can have a race that "decides to dip". Why are you arbitrarily saying that shouldn't be a thing in a game with run speed differences? It is like arbitrarily saying "you can't have a race that just has more health".. Why? Because you don't like it?
It adds dynamism to the game when each race has different strengths; those strengths are blown out of proportion because mobility benefits most from instant healing/resetting.