Originally Posted by
Nedkel
Of course healers with already high ilvls will be happy to be able to heal a lot more than they do DPS, but what with the healers that are not geared?
Its really hard to balance healers so that all healers could heal all the time, their gameplay depends on so many factors that is impossible to balance dungeon/raid for healers with all ilvls brackets and make them heal for the most of the time. Your gameplay as a healer is based mostly on the performance of your team, if your team is weak, weak geared, weak skilled and soaks up all the damage you will have an opportunity to heal non stop thats how it often looks like in alliance raids, but if your team is going to be really good and they know their stuff, then you will be left with pretty much dpsing most of the times.
SE could give more unavoidable AOE damage in duties, but if it will become any harder than it is now, it could hurt pugs and people playing casually. They also could increase the difficulty of high end content on savage raids to give a healers an option to play harder content where they could heal more. However it will still ruin pugs that are running it, because you really cant balance healers having to heal non stop and dps having to meet a dps check, it will multiply the difficulty levels if it will be easier to die in them and still include dps checks for a team.
You could give encounter a source of constant damage that is being delivered to a tank, but what if a tank does not meet the expectations and its dying faster than you could heal? Then its another ruined encounter.
The only way to solve it is to nerf healing abilities to the ground, take away scaling, give more base healing and rework encounters into the boring and stale WoW style ones, which will ultimately kill this game all together.
Its far better to allow good healers in good teams to deal significant amount of damage, instead of trying to figure it out how to make them healing non stop, thats all.