Originally Posted by
Semirhage
What does this even mean? Gameplay has been optimized to make sure that healing is as childproof as possible. So a low-skilled healer has a minimized chance of wiping a party. As a side-effect, this provides more downtime. The current role designers don't seem to get that consequence, so they think that making healing childproof makes the role more "healing focused".
Of course you heal first and deal damage second. That's your role, to ensure the party survives. You just end up spending a ton of time dealing damage because that primary responsibility is so easy. But that's one of the huge differences of opinion between players in the healing role. I'm a dirty Green DPS. I believe the primary job of a healer is to keep the party alive. This is the goal no matter how you get there. Gaining skill with doing so means that you minimize the amount of time spent healing, because that's just how the definition of efficiency works. I want to keep the party alive, not spend as much time spamming Cure as possible. Unless everyone takes a heavy penalty for being lower than 100% HP, there's no reason to keep everyone full all the time.
I'm in a decided minority when it comes to opinions on healer design here. I think attrition healing is boring. The idea of spending 80% of my time spamming uninteresting healing spells sounds just as boring as Glare Glare Glare Glare Glare. I'd rather be bolstering my party's defense, blinding my enemies, hexing them, slowing their attack speed, rooting them in place, debuffing their defense, increasing the warrior's strength, and blasting enemies when that's the most efficient thing to do. Healing allies happens when it needs to. For me, healing is a means to the end goal of helping the party. Spamming healing spells isn't the end goal in itself.