Yeah sorry if you felt like I was addressing you directly on the heal more, I was just talking in a general sense that we can lean more into healing but if we go too hard I think we'd create some really tough dungeons on accident (because it would increase the bar of responsibility lol). Compounded by that fact everyone likes to mass pull haha. Just that people would riot hard if we went from doing mass pulls fairly often to frequently getting groups of people that
couldn't mass pull and sometimes even have trouble making it past the first trash because the game was tuned to the tank and healer doing their job well. I know that's probably a bit sad sounding, but just how I feel it would negatively have an impact on the game if we went too tuned to "are both you and your healing/tank partner using cd frequently? no? you're now dead". Now of course you can do that more for harder content, especially savage / ultimate but I just imagine most people don't do that so I just talk like we're discussing normal dungeons lol.
Also to be clear I didn't want to suggest that's what you meant. There is clearly room between going 1 mile an hour to going over 9,000 miles an hour, so we could lean more into heals being important just that I felt having an interactive damage section could also be fun and important since going
too hard into heals could cause a lot of issues (which is what I was trying to do without adding any new spells

).