Quote Originally Posted by Mithron View Post
I believe currently this is the most pressing issue in the entire game that needs to be addressed above everything else. That is my feedback.
You know, it's funny how healers went through all these different suggestions to address the role's issues - from increasing enemy damage to requiring more healing uptime with DoTs. All the other suggestions inevitably ended up having flaws - accessibility issue, increasing difficulty of raising the healing skill floor, etc.

In the end it comes back to the same original feedback -- boredom from using the same attack skill once healers reach a standard level of mastery because the amount of time that isn't requiring healing far outweighs the time the healer is actively healing. Healers need something else to do for the rest of that time - and the best way to address that is by adding the DPS skills that were taken away from them back into their toolkit. And this is the most reasonable suggestion because DPS skills is the lowest priority for a healer to maintain to ensure everyone survives. At the same time, it can become something that is just as involved as any other role the more familiar is with their job.

If SE is really worried that healers getting a DPS rotation is going to destroy high-end content by making it too difficult to beat enrage, they can just make the duration to reach enrage slightly longer than it is currently. It's not as if normal content really has enrage in the first place, and gear ilvl increases regardless, making it unnecessary to play flawlessly. After all, the difficulty of these fights will never be the same as they were after a couple of weeks, from both a healing standpoint and damage output standpoint for all party members. If casual players and high-end players can feel the boredom of not having much to do, perhaps it's time to redesign healer DPS skills as well.