Quote Originally Posted by Morningstar1337 View Post
I'm also certain that this has been consistent though the game's lifecycle
Correct. They mainly use later dungeons and 24mans for catch-up purposes. Hence the low difficulty.

Imho, that is lame design. You should not cater the majority of the non raiding content to returning folks.
Quote Originally Posted by Sylve View Post
No, The answer is to remove the downtime. While i wont say no to a more support oriented Healer, I want Healing to be engaging throughout the fight rather than something that sometimes gets cast between the Malefic spams.

Constant damage pressure to the team is the answer. Give me damage to heal through the entire encounter, not just in blocks during specific mechanics.
To be perfectly frank: I don't think constant pressure would feel much different, I come from WoW, where healing is (was? been a few years) designed more as a full time occupation. It can be fun, it can be intense (esp at lower item level when every extra heal puts you in conflict with your mana) but in easier content it feels no different than damage spam. Whether I mash the Cure II button or the Glare button is pretty irrelevant to me.

Content needs to engage and that only works with mechanics that require you to think and react. You could design a boss with mad pulsing AoE, so the healer would be healing like there is no tomorrow to compensate for it but it would not be more engaging or fun than designing the boss w/o the pulse and let the healer DPS between the spikes.