To me, the real solution is nerfing aoe healing, which is the true culprit here. Reviving a single person is annoying, sure. But the problem is being able to revive multiple people, or heal multiple people who were wounded from the safety of the backline. And even if you try to focus the healer, well they can still heal themselves while throwing out those aoes. The whole healing thing needs a serious look at because it's just too polarizing, both in PvP and PvE (going into event fight with a healer vs not is such a big deal), and I don't think looking at any single skill will ever fix the greater issue.
I still think the solution is to make the healing spread out across injured units in range, with the total healing getting a bonus like +20% per target. And it would distribute any over-healing to injured people, up to the base amount. So the aoe is still useful but not a 100% multiplier to your healing per target.
Certain defeat is nice though and could help with the more specific issue of pvp fights being drawn out so it might be good to have one or two more of those.
I still think the solution is to make the healing spread out across injured units in range, with the total healing getting a bonus like +20% per target. And it would distribute any over-healing to injured people, up to the base amount. So the aoe is still useful but not a 100% multiplier to your healing per target.
Certain defeat is nice though and could help with the more specific issue of pvp fights being drawn out so it might be good to have one or two more of those.