Quote Originally Posted by Yeastyloins View Post
Ideally, I would want incoming raid wide damage to be so high and constant in the game you are almost unable to do anything but heal or shield. It just seems weird that SE would make content that actively tells players not to heal rather than create encounters that require healers to use their whole kit.
So you want the WoW attrition healing model. That would require a complete overhaul of not only the encounter design, but also the healer kits.

It's a fine preference to have, but I personally hate attrition healing. Constantly spamming healing spells is not what I consider the fun part of healing. It's also really uncommon in RPGs as a whole.

If you design healers so that they need to constantly spam healing spells to survive, you dramatically raise the skill floor. With the current crop of Sylphies running the role, how do you implement this? There are people playing healers with a genuine disinterest in gaining any sort of skill. YoshiP wants them to still clear most content. If you tune content such that low skilled healers can clear it, what are high skilled healers doing? It's not constantly spamming healing spells, because the high skilled healers get through the dungeon with... let's say a high skilled healer does half the healing that a low skilled healer does. What's the high skilled healer doing with that half of their time they've carved out for themselves? Picking their nose? Casting Glare a million times?

The skill gulf in this game naturally creates downtime. It naturally creates downtime in nearly all RPGs, except those with attrition healing spamfests as their healing model. That downtime *is* the skill ceiling. It's the reward for playing well.

It needs to -not- be one button over and over and over again.