Quote Originally Posted by Sebazy View Post
Which begs the question, why wasn't it an issue for the ~4 years that the game had healers playing this way? Don't get me wrong, I don't think all the healers should get 3/4 dots back, but returning one of them back to that, SCH would probably make the most sense so that it's a play style option makes a ton of sense. Get some diversity back into the role. Give Sadge the procs, have WHM focus on generating burst through Lily/Blood Lily usage whilst AST sinks GCDs into a deck building mini game for card buffs.

At the end of the day I don't want a gun breaker healer. I just want content like Aglaia to be engaging. At this point I really couldn't care how SE do it as long as they do *something* as it's just beyond boring now. (...)

(...) However pleases appreciate that there's a difference between wanting some DPS complexity for healers vs simply wanting healers to do more damage. Relative healer damage is the lowest it's ever been in this game since 2.0 but people aren't complaining about that. It's the tedium that's the problem.
More complexity without more damage is illusory complexity. As for DOTs, I can't say definitively. All I can say is that I didn't play healers during that phase at all because of that stuff. I will stop if it comes back. So I mean it was an issue, it just wasn't an issue for me. No one should be forced into juggling multiple dots just cause they want to heal.

I would love for the content to be more engaging too, I simply fundamentally disagree with the notion the answer is in expanding healer DPS responsibilities. It is my opinion that the forums have a loud and vocal advocacy of players who, for lack of a more elegant way to put it, want to play DPS but play healers because they just don't want to deal with queues. Which is fair, but it's also not fair to force that mindset on the people who are interested in healers as *healers*

I want meaningful decisions in healing, I want more randomized instances of damage intended to keep me on my toes, I want more debuffs or situations that come up that require me to take action. OGCD heals should be the emergency option, not the standard.

If you want expanded DPS options - WHM and Sage do it right. They have damage abilities that are fueled by, and triggered by, the results of them actively using their healing toolkit which ultimately goes into a damage ability, Afflatus Misery or Toxikon. Those are examples to me of "healer dps abilities done right, not just adding more abilities. AST is a bit more dubious with their cards leading up to Divination which I *guess* is kind of damage in a roundabout way. You could talk me into shifting my mindset about expanding the healer DPS toolkit if and only if the abilities gained in question are enabled by the results of actual healing actions that would naturally occur from them adding more need to actively heal.