Quote Originally Posted by Atma View Post
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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.
it is an opinion to claim that adding additional DPS or other skills that are not heals means that other people want those skills just because they want to skip queues. Now that may certainly be true for some players, and even so- so what? are you going to balance a job around the fact that some people do that? That also applies to people who play tanks - are you going to design tanks around that too? doesn't make any sense to me.

i understand that you may not want to juggle more dots, i'm not a big proponent of dot classes myself. that being said i wouldn't object at all if one healer had multiple dots since some people do enjoy that. i can understand that you want more challenging heals, however se has already said that this won't be done so we should have options to keep us engaged. that means that damage and buffs is the way to go.

i don't see what you mean by whm or sge does dps right. both are rather disappointing in their current state, and adding more dps abilities only if fueled by healing - what do you do once someone is healed- stop dpsing? no thanks. this would be even worse applied to anyone who wants to play their healer outside of group content.