I think there are serveral of reasons that lead to dps mentality on healers.
First,our raw healing potential is way too high compared to othe games. We can top off everyone's hp at a moment's notice. Most of our heals lack interactions with other actions in our kits. Just one click on them and you're good to go. Back to one button spam we go.
Second, we have too many oGCDs at our disposal. Those oGCDs heal efficiently and we have no reason not to use them. Since oGCDs alone are enough to cover the damage taken, there's no reason to hard cast a GCD heal instead. We have nothing else to cast, so we are left with Glare/Broil/Malefic. If they keep adding more oGCD heals to our kit, that means we will have spam the same offensive button even more. Keeping on adding oGCD heals doesn't solve 1 button spam, in contrast, it only makes it worse.
Third, the contents offer little challenge regarding healing. In 4 man dugeons and 24 man raids, heal checks are almost nonexistent. In savage content, failing mechanics mostly mean instant death or team wipe. No amount of healing can save you from that. Aside from that that, heal checks, while being few enough to begin with, only exist in week 1 prog or Min IL challenges.
There are lots of things they can do to make healer more engaging to play. Giving us more offensive tools to use is one way to go, but it's not the direction developers are going to take. I don't know whether or not they will change their design philosophy some day. However, if they are not willing to take that route and have made their choce on delving into healing intensive gameplay, I really wish they can reexamine our kts as a whole. Our healing output needs to be adjusted. The balance between the amount of GCDs and oGCDs needs to be controlled. More interaction between spells/abilties should be included like many other roles. Encounter design needs to be alligned with our overall healing potential.

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