Quote Originally Posted by linayar View Post
Well, I do think the majority of the player base is the target for role and job designs usually. And thanks for the screenshot.

Your experience is with current damage distribution. That's why I said to also increase damage dealt by DPS and tank. If there are times in between heals, that's a filler in the fight that can be shortened by more damage (or less enemy HP I suppose). That said, some of the pacing has to do with allowing people time to think of mechanics, so downtime would still be there.
Even if tanks and dps dealt 10x as much dps as a healer does and a fight is 2min instead of 10min, you would still have a significant amount of downtime as a healer. Because it doesn't change the fact that GCD heal is rarely required, not even with a party that doesn't mitigate. Unless you reasoning is "Well, if a fight is only 2min long and a healer spends one GCD on healing, they obviously spent more time of the fight healing than compared to one GCD in a 10min fight" - which is true but doesn't adress the core problem at all. Because significant amount downtime is still just that: significant amount of downtime that gets filled by spamming one button.
The insanely powerful heals relative to the low incoming damage is what causes most of the problems coupled with very little to fill the downtime caused by the strong heals, not how much dps a tank or dps deals.