Quote Originally Posted by VictoriaLuv View Post
meaningful downtime? what job are you playing have ever did any 8 man contect. where shit goes south quick only person keep the team healed battle-ready is you? have ever had your team wipe your last man standing had carry whole team until you get limitbreak 3 pull a save out your backside. when it should of been a wipe. or forced into a healing check. where boss lowers everyone hp to 1 and two healers have heal everyone 100% or ppl didnt would die.

every 2 mins are you serious? are have done any 8 man raids or 24 man raids. where 1 single aoe lowers everyones health 60% and everyones running around willy nilly while desperately trying do mechanics and heal them up while pumping out raises left and right cause someone unfornately died. to mechanic could get out of and rescues on cooldown.

you rather pump out dps then actually heal do your job are you serious? rather them force healers to heal more. make bosses hit extremely hard more often force healers to heal. then support then im casting glare 80% of the time we need heal value to increase.

nothing replaces those times feelings that healer job brings this what should focus on. thrill of being good healer. skill of being a good healer. don't care if have 2-3 buttons its not important to me. important is that do my job adjust to my team. i have one purpose 1 thats make sure that support my team whatever means ness. i mean you have 4 other dps and 2 tanks literly mostly made damage skills. your roll as healer should never be dps first heal second or not heal at all
Come on Victoria, this is a tired old argument. Whether you believe healers should have more healing focus or are fine with healers splitting it between healing and DPS as it currently stands a good heal will have a huge chunk of time where their options are: DPS, overheal or do nothing.

Overhealing is a waste.
DPSing contributes something meaningful
Doing nothing is lazy and unfair on your group. (and is boring)

Yes things can go south. The game is also scripted meaning incoming damage is predictable. You can also predict how much damage a person is going to take and you can predict whether somebody is going to eat an AoE because you can see their position, you know roughly how quickly they can move out of it. You also know who in your party to keep an eye on more by how frequently they take damage.

For experienced healers all this stuff is second nature and we barely think about it.

They could ramp up the incoming damage and I know that's the dev's goal but they are stuck in a difficult balance in this approach and that's keeping healers accessible for low skilled players and interesting for experienced healers because they want to do both. Whilst I'd welcome more healing intensity but current attempts of them doing that has not alleviated the complaint.

And hey, by all means I am fine for them to continue in this direction, but can we just have something to hold us over until they succeed?