Originally Posted by
ty_taurus
On a macro level, though, this also means that progging new content becomes a lot more time consuming because mistakes made through learning cause significantly greater consequences. That's the main reason why the design team doesn't want to push healing requirements higher. Progging can be fun, but if the damage is too high, you won't really be able to learn as well when your party's wiping much faster because the consistent damage is 3 times heavier on top of the mistakes they're making.
TC brings up a good point about how counterintuitive OGCD healing is in contrast to the playstyle the designers want healers to have, and I'd argue regens are the same. You get an immense amount of long-term potency over 15+ seconds that can do all the work for you in most situations. These resources should be far more restrictive, because they only really thrive in gameplay that has aggressive levels of healing requirements. We can have the ability to power heal for the sake of big dungeon pulls, but that should come at a great cost so it can't be used to abuse the shallow levels of damage dealt in most boss content without unnecessarily costing you DPS.