Quote Originally Posted by Saefinn View Post
One of the things I praised about the game back in ARR was how the content was balanced to favour you learning the job. Because they were steady difficulty increases, which was nice as a new player. I viewed Guildleves as "mini dungeon practices" when I wasn't as confident it was a quick shot run of something where I could test the water before I entered dungeons. Satasha has always been tuned so that people can make mistakes and screw up. The heal requirement is so low that it doesn't matter who is tanking the mobs. This I always viewed as intentional because you're gonna have newbie tanks and newbie healers running it and it's going to be their first experience of running dungeons in the game. The dungeon difficulties throughout were gradual with the odd DPS, tanking and healing checks to test you. You also gradually pick up your abilities at a pace where you've got space to learn to integrate them into your skill set up.
I don't think it's as hard to learn as you think. The majority of my experience with the game has been with Shadowbringers, yet starting late has never hindered my ability to learn. There can be an issue when Sage comes along and people are starting at level 70, but an easy fix could be to require anyone who wants to heal as Sage to first have a minimum amount of content and levels played as something like Conjurer. It's not even that slow to level a Conjurer to, say, level 50 before you're allowed to touch Sage. At least this way, you ensure some level of understanding in playing.

Quote Originally Posted by Saefinn View Post
I feel it's problem in that the devs want it two opposing ways.
They want healing to be easier for accessibility. But they also want healers to be focused on their healing. But by making it easier they reduce the healing requirement and increase the space for DPS.

Either:
They accept that down time is a thing and give us more to do during that time.
Or
They rebalance the healing requirement and the tools for dealing with it to significantly reduce downtime.

Or possible both. Because they could still balance new content to increase the requirement without touching old content and have a little more in the way of our down time. For me this would be the best option.

I got into healing because I enjoy healing and I like have to balance DPS with it, But, 70% DPS 30% heals is a really bad ratio, which feels like the average.
What, to you, would be a good balance? How much time would you think should be spent DPSing? To that end, should end-game content be balanced with healer DPS in mind or should it be a bonus? These are the questions that need to be started with first, because ultimately they determine what should be done. I'm personally in the realm of "I want to heal more than 75% of the time" group, which would put healer DPS as more of a bonus.