The very fact that you need to coordinate against healers in the first place whereas such is not required against any other job or role in the game all by itself makes them overpowered.
In fact, you also need to coordinate against Brute Justice, don't you? Does that make Brute Justice more, less or equally powerful to your average non-mech player? Surely it's balanced with regular players, just gotta git gut and get coordinated. Prepare Adlo and Blackest Night and Mega Beam can't even kill you, it is certainly not overpowered! There's no real reason to even have the restrictions it has.
And a fun fact while we're at Brute Justice: The same Brute Justice you mention can also kill a Ranged DPS or a group of Ranged DPS and a Melee or a group of Melees instantly, because the Mega Beam can take them out in one shot. What does that say about Ranged DPS, Melees and Healers exactly? Surely it means tanks are overpowered... or something.
And did you further know that you can also kill a DPS or tank via coordinated CC and burst? Surely that means we can safely quintuple the damage of DPS. Or bump healer's damage spell up to 10k potency. Or whatever, anything goes so long as CC and burst still beats them. Or could it be that focused CC and burst has absolutely nothing to do with the power of the job subjected to it, neither one way nor the other? That this is a highly flawed argument to use in any way?
In fact, could it possibly be that this entire line of arguing is asinine? Frankly: It is. And yet, people constantly use it to defend healers, over and over and over.
And the "team game" argument is terrible as well - The jobs with the highest group synergy also have the highest solo potential. If you're balancing for a team, you need to make jobs with better group synergy less powerful, not more. For DPS in PvE, that's common sense - If you get trick attack to buff the raid, you personal throughput needs to be lower so that your total contribution is the same. If you get AoE balance, you need to pay with something else. And yet, monks who bring nothing to the team but damage have a lesser weight than healers who bring considerably more group utility, are tankier and have a higher throughput. That's not "team balance", that's "no balance".
Honestly, looking at people's arguments on this board is like watching your team's brute justice waltzing into the enemy base to try and damage their core while both their turrets are still standing. Hilarious, sad and aggravating all at the same time.
Why on earth do people think they can make statements on balance and call things over-, underpowered or balanced if they aren't even making a comparison in the first place? It's utterly unreasonable, literally unable to be reasoned. It is impossible to reasonably claim something balanced, over- or underpowered without directly comparing the weight first. And yet people do, often. And when they don't, they work on the premise that a healer should be more valuable than a DPS by default.
I can't even retort to such arguments with reason, because they are hanging in a different world altogether. By every objective metric - Raw Throughput, Winrates, Simulations - healers are overpowered and every logical, empirical or numerical comparison with the other roles yields the same results. People constantly make up situations in which healers can be beat, but put any other role in the same situations and not only will the end result be the same, you'll get there much quicker, much easier and with much less resources spent both in theory and in practice.
And yet, some people defy all that like a zealous priest that defies science in favor of the holy book. There's no basis for discussion for me. Hence, I've stopped replying to the people who try to tear my posts apart on that topic - I've simply accepted that they are living in an entirely different world, one where 10kg weighs as heavy as 5kg and that's all there is to it.



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