Quote Originally Posted by Kes13a View Post
If SE wants healers engaged and having fun, trash mobs need to be dialed up in damage output, make me heal, make the healer have to spend 85% of their time healing more than just the tank. Make healers have to actually heal. That will get my attention, and my engagement, and I will have fun. I suspect others who main healers would agree as well. I have a stack of buttons for healing, why do I not have to use most of them? Tanks use theirs, DPS uses theirs.. why don't I?
To be honest, we don't need to change a thing. There's plenty of healing and raising to be done if you run with PUGs. If you're running with the same group every single week, then by the end of the month everyone knows all the mechanics, no one takes damage, and the healers are bored. That's the nature of the game. Amping up the damage taken just so that the healers running exclusively with the best and most organized groups can continue to have a challenge may be fine for extremes and ultimates, but doing so in regular content is just screwing over that vast majority of players out there who are running with different players of varying skill levels. In high level (as in level 60+) PUGs, I'm already regularly spamming my entire stack of healing buttons for the majority of the fight.