Quote Originally Posted by Nethereal View Post
Adding on to this:

Two healers are "required" because SE puts in mechanics that specifically target healers and unnecessarily punish the group for not taking 2.

Lazy design imo.
Forcing a 2 healer mechanic in every fight so the team is forced to take a second healer, not because they need one.

I imagine solo healing would be a lot more popular if all the content worth doing didn't have a mandatory double healer check mechanic.
It literally has nothing to with the skill of the healers or the party, the game simply forces you to take a second healer if you don't want to be trolled by things like searing wind.

Honestly pathetic.
Yep, pathetic indeed.
The two big factors for taking 2 healers into Ex and Savage are:
1) arbitrary invisible "targets two healers" mechanics.

e9s, e11s, e12s door boss are examples for this. They are impossible to reliably solve when having one healer as you cannot see who gets targeted and to whom it gets redirected if a 2nd healer isn't present. Many other bosses hat healer-targeting mechanics which can thankfully be seen (like Chain Lightning on e5s) and thus reliably be dealt with if the person targeted reacts in time. Entirely possible in pugs
That was also a reason why this team had to RNG fish. They weren't fishing for crit heals, they were fishing for the invisible healer mechanic not lawnmowing their entire party.

2) The-Site-That-Shall-Not-Be-Named.

If said TSTSNBN allowed to show solo healer comp kills without switching tabs on your profile, you'd see a lot more solo healer runs. The usual argument against someone solo healing a fight if we had trouble finding a 2nd healer wasn't "No, damage is too high, it's too risky". It was "No, I want logs".

And in DF it's impossible because DF enforces it. No "Join solo healer parties for full party content" option to tick.

I especially abhor the invisible healer targetting mechanics. That is just an incredibly lazy way to enforce 2 healer comps.