Originally Posted by
YusiKha
Removing damage spells doesn't make people not use the remaining ones.
You can't say that Square removed damage options to make people heal more. If they did then can you please show me where?
Other possible reasons: (paraphrased from a prior post of mine)
They wanted to give each healer a solid base healing kit for now, and have the DPS kit expanded in further expansions
(to which they failed because AST is far superior to WHM/SCH)
They wanted to dumb down the DPS kit for newbies new to heal+damage
(to which they failed because only WHM has any in-kit encouraging to DPS, which doesn't come in until level 74)
They wanted to prune skills to stuff more boring healing actions into us.
(to which they succeeded, at the cost of long-term fun)
Seriously does anyone find Fey Blessing a worthwhile addition to SCH's kit? Why is the most interesting action (Afflatus Misery) this expansion just a damage return for GCD healing?
Am I going insane? Does nobody else find kits bloated with only +get healed skills dull?
Sorry that was off-topic.
It doesn't matter what a mouth at Square says when the encounters are designed for healer DPS. Most savage fights on release require healer DPS, or at least speedkill-level skill from everyone else. Healer DPS is required, Square just doesn't want to facilitate harassing bad healers, same with tanks and DPS (hence no ingame damage logging)
Well it didn't work. Why? Bad design or bad player. You can't fix a bad player with game design, unless you take the player out of the equation.
Best way to fix it would be to open up more opportunities to heal without losing DPS, that way people can't use the 'but muh deeps' excuse.