Originally Posted by
Rilifane
It's not the same, though.
A DPS can dps more and it's always a gain. Things die faster. DPS is never useless and so it's always rewarding to play your class even better.
A tank can mitigate more and it results in either being able to pull more in some extra spicy leveling dungeons or the healer having to heal less in everything else. Not nearly as rewarding as improving on DPS but it makes a difference and is a gain.
A healer just healing more is not contributing to anything. Overhealing isn't useful at best but in case of WHM and SCH it's even detrimental to dps, which is always useful, because it's mostly tied to a dps loss. Healing has a limit and once you've reached that, that's it. And with how quickly said limit is reached for casual players aswell (casual, not bad), especially in DF and Ex, there isn't much room to improve anything until you've hit the limit and spam 2111111111112.
So, yes, it absolutely is bad design that healers spend most of their time pushing two buttons, even during early tier clears and that getting better means having less fun and less to do. The first two fights this and last tier didn't feel challenging in terms of healing when done early tier, it barely made a difference whether someone used COpp, CU, Asylum or something else to counter a raidwide. So that leaves 2 savage fights of a current tier and the most recent ultimate.
You barely have content where your toolkit matters and of that content, some of it gets out-dated in no time, leaving you only with the most recent ultimate.
Having to rely on either doing the hardest content right away and with as many handicaps as possible or a party being hilariously bad is bad design. It's putting the responsibility on healers with a "Well, you could just do even harder content. Or always at min ilvl even for farm. Or hope for a really bad party. Then you'll have fun. There's enough content to have fun on healer, you just need to do it properly!".
I don't see anything to defend there.