Quote Originally Posted by jlewiss View Post
I always felt like fixing healers should be simple: more consistent party wide damage, faster auto attacks on bosses, more use of the infirmary debuff( not removeable, reduces hp recovered) The problem is they probably don't want to do this because if the actual healing portion of the job is hard then less people will play the role, because lets be honest at this point in the game doing the base level healing is pretty brain dead(imo it's been pretty brain dead since HW came out).
On a macro level, though, this also means that progging new content becomes a lot more time consuming because mistakes made through learning cause significantly greater consequences. That's the main reason why the design team doesn't want to push healing requirements higher. Progging can be fun, but if the damage is too high, you won't really be able to learn as well when your party's wiping much faster because the consistent damage is 3 times heavier on top of the mistakes they're making.

TC brings up a good point about how counterintuitive OGCD healing is in contrast to the playstyle the designers want healers to have, and I'd argue regens are the same. You get an immense amount of long-term potency over 15+ seconds that can do all the work for you in most situations. These resources should be far more restrictive, because they only really thrive in gameplay that has aggressive levels of healing requirements. We can have the ability to power heal for the sake of big dungeon pulls, but that should come at a great cost so it can't be used to abuse the shallow levels of damage dealt in most boss content without unnecessarily costing you DPS.