Originally Posted by
Tychonius
Yea, that's kind of what it boils down to. Healers are like toupees, you only notice the bad ones. The ideal healer just quietly does their job of negating any unavoidable damage and you don't even notice that they are doing that unless they are bad at it and let you die.
That's why I think in order for healer to be a reasonable role in a more casual game that isn't comfortable just making content straight up impossible without an amazing healer you need to have some kind of way of translating overheal into additional damage. Currently that's done by making healers attack instead of heal when everyone is already at full health. The issue with that is that because damage is a secondary role for healers their rotations are kind of bleh.
I would prefer a mechanic where the extra damage comes from more healing, like having the ability to build up some kind of overheal resource that gets spent to deal extra damage, or being able to pulse any healing that exceeds the targets hitpoints to nearby enemies as damage, or something like that.