Quote Originally Posted by Deceptus View Post
In a nutshell this is the right answer. Healers are hard to balance because so many other jobs have healing options, not to mention mobs hit so weak. So well played healers in well played groups end up healing very little.
This is actually something I strongly disagree with.

In WoW dps and tanks have far better healing and self-sufficiency and healers are still healing the majority of the time. Bloodbath and second wind are actually fairly weak and only really allow you to survive a raidwide that the healer didn't/couldn't top off. By removing dps/tank self-sufficiency, you design yourself into a corner where the healer has sole responsibility and the devs actually reduce damage intake further so a poor healer or a healer death isn't an instant wipe. When everyone has a good toolkit, you can design content that rewards using that toolkit. I'd be all in favor of bumping damage intake significantly and bumping self-sufficiency further with it. There's nothing more satisfying than pulling off crazy things and saving a messy run due to perfect usage of a wide toolkit. Good play should be rewarded.

Good healers are naturally going to heal less in skilled groups. The answer is not ripping the groups tools away so playing well means nothing, the answer is making heal dps and downtime more engaging so you can still push even more from your class as your group masters the encounter. We've already taken agro management away and we want to pull more from tanks/heals?