Quote Originally Posted by EtherRose View Post
Snip
Complexity in terms of the healer roll boils down to one of three things, and this complexity is what leads to either fun when done right, or frustration/clunkiness when done wrong.

1. Resource management. Whether this is mp management, ogcd tool cooldowns, meter resources etc managing the available kit in order to optimise healing or recover a bad situation. Take scholar for example, you had multiple options to use your stacks on, and it involved picking which one you needed the most at the time Eg lustrate that freshly rezzed dps, or do I restore expend it for damage or mp and use a gcd
2. Decision making. Healers have two halves to their kit- the healing half and the downtime half. This is one of the main reasons healers quit the role en masse in shb- whereas previously healers had to plan ahead in order to stop using their healing half in order to use their support half of the kit. Timing single vs aoe heals and buffs, manipulating cards, preparing dots for bane in between heals. Having to actively choose what members of the party get what heal, buff or what dps tool to use.
Or hell even the basic "can i do dps or will i need to prepare for a heal?"
3. Weaving management. The higher the ogcds in any kit, the more weaving space is required. Juggling which ogcds into which weaving windows provides huge opportunity for skill growth amongst the optimisers and triage for duties such as dungeons and alliance raids

The main reason a lot of healers cite boredom as a problem this expansion is because the devs overshot completely with making things simple. Healing and Tanking is so simple now that many casual players have left the role behind. Many veteran healers also left for a multitude of reasons which I did my best to sum up in the OP

If you reread the section at the bottom, you will notice that not all of the items I put were "revert to old" quite a few of it was either return the old thing and improve it or straight up suggestions to improve the new ones like the controller issues astro had, or the longtime complaint of dissipation being pointless until Shb when the fairy is weak enough it doesn't matter that much.

I wrote the OP doing my best to gather views from across the forums and a couple of other places such as reddit and discord chats.

The reason the bulk of it appears to be revert to old kit, is because the old kit was more fun for the majority of people. The devs have a tendency to remove things that make other members of the healer role better rather than bring up the underperformer which is not fun for anybody. We want every job to be equally fun, not equally miserable