Damage being the primary focus in most rpgs doesn't change the fact that the devs don't like the idea of healers doing dps that much. From what I've learned, with Shb they even tried to reduce sch and ast to perform as poorly as whm when it comes to damage dealing. SCH had many dots and strong ED while ast had a very op time dilation spell that extends the buffs you put on targets by 15s and a 20% damage buff on some cards or smth. If whm is their model for a healer then in the gms' perspective the other two were seen as defects that must be corrected. So that only supports my point. The problem can't be with whm as this it is probably the first healer they designed so they must have put more thought into it and how it plays out than the other healer roles. It is also the only healer class with which you can start the msq so obviously it is going to be the most popular one with the strongest personal dps. In my opinion, sch and ast have been given good weaving spots because it is just harder to play them in general and they rely exclusively on ogcd to heal. So at the end of the day, it is only appropriate for a healer class with a higher skill ceiling to deal more damage and heal more than the easiest class.
And yes, things die quickly when you have the ability to deal damage. However, that damage doesn't have to come directly through you. The healer class is a support class in nature. It is kinda the reason why it doesn't come naturally to ppl to start dpsing as healers in dungeons. When your damage output is close or even higher to the one of your dps party members your class is no longer a support class, something that healers are meant to be.
Spamming cure is very different from spamming glare because if you mess it up ppl will end up dying. That's putting pressure on healers. This is why I liked tanks doing big pulls even if they don't use cds when I was levelling my first healer role. On the other hand, if you skip one, two or ten glares nobody will care as long as the boss doesn't enrage.



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