That's the problem, the mentality doesn't fit their direction. Their desire and direction is to see healers heal more and DPS less, things they've eluded to when talking about healers.
Their changes in 5.0 meant we heal less, DPS more and the DPS is dull
Their 5.4 SCH change happened because the devs want people using Aetherflow stacks for healing instead of Energy Drain, a DPS ability. Their change makes no difference to it, it just means it does less damage, but is still more net damage than if they didn't use it.
This is my point about them focusing on the wrong numbers. I'll demonstrate, all figures are made up for demonstration purposes to explain how their healer design does the opposite of what they allegedly want to achieve.
An average dungeon run was:
70% DPS, 30% healing.
You have 8 DPS Abilities and 8 Healing abilities at your disposal.
If you're looking at this, you might conclude that there's too much DPS going on here. Which, from their previous comments, I think the devs have identified and want to deal with.
So, if you're wanting to rebalance this, what numbers do you focus on? Let's look at what the devs did.
They took down the 8 DPS abilities and brought them down to 3 and increased the healing abilities to 15.
What that achieves is:
70% of the run you've got 3 DPS abilities to spend
30% of the run you've got 15 healing abilities to spend.
For that 30% you don't need all those 15 healing abilities.
For that 70% you're doing very little.
Except there is a second thing to consider.
The extra healing tools you now have available makes you more efficient as a healer.
So that 70/30% split? That becomes an 80/20% split.
Then in the midst of this, they decide they want to nerf one of those DPS abilities because they'd rather you use more healing abilities. But without addressing what the actual problem is that nerf doesn't make a difference to how people are using the ability.
So if they are wanting to achieve what they've set out to do, what numbers should they be focusing on?
The 70/30%.
They need to ask: why is it 70% DPS and why is it 30% healing?
The answer is twofold:
- Content mechanics & the damage people take
- How efficiently your healing spells handle it.
The main reason being: if a person's health is high enough then there is no reason to heal them.
Whilst I am of the opinion, the best solution is the one I've lined out (evolve on the original design philosophy for healers)
They've not actually delivered on the direction change they've set out to do. If they did, I'd probably be okay with that.
However, you are right that new expansion is coming, so who knows what that'll bring?