Every standard piece of content I can think of has a tank-buster, something that practically screams we should have a tank for this, and yet we have nothing like that for healers. Raidwides? Those are literally non-threatening because every role has a button to mitigate the damage. Now what if those raidwides applied doom or true walking dead?
We could have the following in our day to day standard content (e.g dungeons, trials, etc):
- dispellable de-buffs being applied to the party (e.g. throttle and doom)
- mobs that heavily auto and demand single-target healing on non-tank party members and NPCS
- shields preventing deadly/annoying de-buffs from applying to the party (e.g. smileton last boss mines)
- enemy casts that set the party's HP to 1 and follows up with heavy raidwides
- using the action "rescue" on immobilized players to resolve mechanics.
- utilizing certain death mechanics like:
- white hole (certain death if below 50% HP)
- terror unleashed (certain death if not full HP)
Why are these things not common place in our regular dungeons? Our savage raids? Why not add complexity to the healer role, for example, create a hazardous and deadly de-buff and apply it onto players which requires a new healer-only buff to survive and live through.
If people really want to advocate solely for the nerf/removal of tank self-sustain instead of engaging with every available point of healer interaction, then the healer role will continue to be boring to me (specifically in dungeons).