Originally Posted by
Erit
I did. You have not.
In advocating for the primary reason to bring healers to be that their DPS outstrips tanks, by reason of tanks having enough healing that healers are a DPS loss, you are advocating to lean on tank healing to the degree than healers do not need to be doing it and thus become DPS with a different icon color.
You are, by degrees, advocating to turn tanks into the healers and healers into DPS with party support.
You'll notice that it takes a very rigid party composition to completely obviate healers, as well. If a group has people that want to play literally anything but that composition, well, turns out you need at least one healer.
Alternatively, and I know this is a wild proposition that you may find utterly incomprehensible, we stop using DPS as the only metric of worth and as a consequences see encounters designed with more in mind than how to best troll peoples' rotations as a difficulty measure. I haven't done Ultimate myself, but I have seen footage, and some of the mechanics in there would be genuinely amazing to see in normal content, albeit with the consequences for failure adjusted.
Because it turns out, punishing the people who are having fun simply because other people are not is the petty vengeance of the spiteful, and indulging in it as a design philosophy is fundamentally unable to lead to good outcomes. You want to fix healing? Fix it, by all means. But that means fixing healing, not souring the experience of another role. I'd be all for lessening the healing from tanks, or even outright removing most of it—Paladin can keep Clemency as a thematic nod—with the concession that healers be expected to know their stuff and execute upon it.