Originally Posted by
Recon1o6
Good healer battle design is a mix of unscripted/variable damage, and fixed scripted damage with a smattering of debuffs and mechanics.
You want some variability in order to keep the healer from zoning out on an optimisation timeline, but you can't make it too much otherwise its down to luck if the party lives. Fixed scripted damage should be there to establish a baseline amount of healing and downtime- enough so the healer has to heal, but not so much they got to blow everything every 30s. Debuffs and mechanics are to help establish a range of difficulty.
A 50/50 healing/downtime split is what the aim is. While that can be achieved with more scripted damage, that doesn't make the healing much more engaging.
Good healer job design meanwhile is having a good toolkit with several damage options and healing options, each with their own strengths/weaknesses and playstyles.
This is why 2,1,1,1,1,1,1 is such shit design and why healing kits, even if they had the level of damage needed to justify them, are still lackluster. There's simply no synergy or thought.