
Originally Posted by
Frodnoxx
To build onto this, the toolkits of healers reflect the damage profiles of bosses. 99% of outgoing dmg is raid wide bursts of damage, and 99% of outgoing healing is raid bursts of healing. Healing is also too strong, needing only 2-3 spells total to negate a burst of damage. They need to make more interesting types of damage, like (un-esunable) dots, multi target dmg that only hits a few raid members, etc. That they they can reflect in healers kits by making some aoe heals not raid wide. WoW has things like Chain Heal (targeted 4 man heal with reduced healing down the chain), Prayer of Mending (mini excog, which bounces to another target when proc'ed), Binding Heal (heals the caster and the target), and Wild Growth (5 man regen).
Now, I imagine they don't do this for a number of reasons, some already previously stated:
1. Healer accessibility. I know people who are intimidated by healing as it is now, increasing the skill floor wouldn't help them.
2. Healers being blamed for deaths. As it is now, dying is 95% of the time obviously your own fault. If someone died to unavoidable damage that was put in the game to entertain healers, they wouldn't be happy about it.
3. I dont know how it is for ASTs to throw out cards on console, but I imagine spot healing on console is kind of a pain.