Originally Posted by
Loggos
(They got hit by all kinds of stuff and he even dragged one of his key skills onto his hotbar during a boss fight. Their run was quite chaotic.)
I don't deny that if players aren't as good or experience a healer is needed to correct their mistakes. And I'll gladly concede that in those instances healer is mad fun to me even in normal content. When you have new players that tackle something blind? Those are the best runs.
But the problem with that is that as soon as people become good this changes.
This means that healer is, as somebody else said, more or less a "prog job". It's a crutch as long as people make mistakes. But as soon as people stop making mistakes (because they know a piece of content well enough) their necessity decreases.
Personally I consider this an inherent design flaw because in a trinity system no job should only be needed conditionally or situationally.
In my opinion you shouldn't be able to do content (as efficiently, when we talk about normal mode) without everyone from the trinity present.
1T1H2DPS should always be the most optimal team comp to complete content as fast/successfully as possible, even when players are good and don't make mistakes.
Their necessity should be baked into their design/the encounter design.
A good dps for example will only become better the better the player themselves and everyone else becomes (if tanks and healers are better then this means less dying, ergo more time for a dps to do damage).
But from the perspective of a healer the better people become the less they'll have to do.
Healers are the only class that are the "inverse fun job" in that sense.