I don’t think so. It would have to be implemented in a very specific way I think. Consider some scenarios.
Overhealing is individually tallied. A healer spamming group heals is required to buff the DPS. However the tank is not getting overhealing, because they are still getting hurt regularly. They get less overhealing, thus their buffed DPS is mostly nonexistant which means the DPS are doing buffed damage and the tank is rarely doing so.
Overhealing is groupwide. This would be curious to implement, but probably superior to the first because the healer can simply put their most powerful heals on the tank continuously, and when they are topped off, the group gets overcharge.
However, what happens when say a DPS is partially wounded and it isn’t a critical importance to heal them, so the healer ignores it? Do they not get the buff? This is then easily asked of the tank. What happens when the tank is not full, but the DPS are, and there is overcharge to spread around?
Further, how does it properly spread around? Lets say there is a built up 30k overcharge, the tank hits a basic for ~1000 damage, does 2000. The 3 DPS each hit with a power ability for 10000 damage, and with overcharge do almost 20k each. Does the tank keep aggro or does the boss eat a DPS from the burst? Or lets say the overcharge is only 10k that the healer can reliably sustain on the tank, but each GCD, its one DPS that fires a split second before the tank, and uses the entire pool while the tank then never gets any of it? Similarly imagine any scenario where the tank can’t do DPS because they have to move, while DPS is burning through overcharge.
- Overcharge doesn’t affect aggro. That might be an odd way to do things, from a technical standpoint, to have it added separately somehow, and be potentially exploitable. However, it would of course avoid the issue entirely, independent of how it works.
I don’t know the best way to even implement this, but aggro is definitely an issue depending on how it is implemented and how the numbers work.
So now some more general questions. What about blood DPS, are they left out? What about AR who messes up a grenade and damages theirself? Or any other weapon that can self damage?
How does reap essence work (the AR heal that heals whoever shoots the target, if I got the name wrong?) How about blood shields, how does overcharge calculate there?
How about PVP, how would this work there? Should it? What is the state of healing in Shambala PVP?
And finally, realistically, what kind of HPS numbers can a healer pull? Would this even be viable? I have the high suspicion that the healer would still be better off as a 4th DPS, and may not even be able to sustain HPS necessary to fully buff a single DPS.