Quote Originally Posted by Serilda View Post
[...] rather than doing my job in most content because it's so utterly, utterly redundant.
Quite the opposite! If you ever played a dungeon without a tank and healer, you'd know that neither of them are anything close to "redundant", especially in higher levels - they are mandatory, there's just too much damage going out that you cannot possibly avoid taking.
But healers in particular are so extremely powerful that they meet these demands with ease. Heck, A11S boasts regular mechanics in which multiple people are reduced to 1 HP or take up to 90% of one's health and they're sometimes coming back to back - If you're asking me, that this kind of fight is even possible to heal is quite perverse and only goes to show just how powerful healers actually are. And despite this, healers can STILL add considerable damage in that fight.

As such, "making fights more healer intensive" is easily said, but, uh... when they're as powerful as they are, you kinda need to resort to terrible, terrible things to facilitate that. You need damage that can kill people in a couple seconds - damage that can kill TANKS in a couple seconds. And since we're talking PvE, scripted, unavoidable damage that can kill tanks in a couple seconds. I hope I'm not the only one whose alarm is ringing at that.
If increased healing intensity really is desired, I certainly hope it'll go over nerfing healers. It's not fun to be insta-gibbed because you accidentally left blood for blood on just so that healers don't get bored.