Quote Originally Posted by Llynethil View Post
More dps is the wrong solution because that's not the point of rolling healer, those buttons should just be there to have something to do while no healing is needed to throw in once and a while, so in order to fix it is for there to require more healing done, which is never gonna happen this expansion anyway because the devs are to afraid to do anything like that mid expansion.
You're wrong on every level here, the devs are not too afraid to 'increase healing required' mid expansion, as they did it for this tier. The result? PF's got a massive shortage of healers, to the point where Yoshi-P asked 'please can some non healer mains play healer pleaaaaase'. If that doesn't show every 'we need more healing required' type how horribly wrong they are, I don't know what will. Increasing the level of complexity on the DPS side of healers is the least intrusive, most casual friendly, most veteran-satisfying, most skill-expression-allowing solution to the very simple-to-solve problem. We only have to have this whole song and dance about 'yeh but what if we tried X instead' because 'healers should only heal' players keep trying to muddy the waters, so their easybreezy role of 'press medica 2 occasionally' EX dungeon roulette gameplay can dodge the bullet for another patch. Veterans won't mind the extra complexity (and will welcome it), casuals won't even notice it. Others have posed the question 'why do tanks get a fun rotation and healers dont' but I've tried that one in the past, and every 'i play healer to heal' I've tried to get an answer from either dodges, refuses to answer, genuinely believes that tanks should have a more fun rotation and healers shouldnt (for whatever reason), or the stupidest take i've seen yet, that 'yes tanks should also be lobotomized down to two buttons that sounds lovely'.

So instead, I've taken to asking a different question: What other modern multiplayer game has a healer/support role, where they are specifically designed to ONLY heal? I don't mean 'oh Mercy in OW spends 95% of the time healing' because she has a pistol too, the option to do damage is there. Besides that though, most of the other healers in that game (from what I've heard, I don't play) have interplay between damaging and healing. Classic WoW has skills like Judgement of Light, or wanding the bosses to restore mana via Judgement of Wisdom. There's a boss in Naxx (vanilla) called Loatheb, that prevents you from healing after casting one healing skill, for 60 seconds. In the Wrath version it changes to 16s of 'cant heal' and 4s of 'can heal', from what I understand. Are you seriously telling me that healers should, in the vanilla version of the fight, press their one heal, then sit there with their finger up their backside for 58 seconds waiting for the debuff to fall off, instead of, idk, throwing wand shots or autoattacking with staff bonks or something? Retail WOW has M+, where healers contributing to damage is a massively important factor in whether you time the key or not. So, my assumption is, these 'i play healer to heal' players played one specific expansion of WOW, probably Cata or Mists, where the dev team there decided 'hey we need to make healers have more challenge, lets jack the healing required to stupid high levels' and caused the 'Cata Heroic mass healer shortage incident'.

I would love to see how fast I get reported for playing Apex Legends ranked and refusing to shoot my gun as Lifeline, cos 'im the team medic stop dictating my playstyle'. For an analogy, imagine you and 3 other people are moving something heavy, a wardrobe or such. That's your dungeon team of 4. Moving the heavy wardrobe and doing a dungeon run are both 'team efforts'. Refusing to do damage as a healer, in a game that is very specifically designed around very large amounts of 'healer DPS uptime', is the equivalent of one person not only not helping to carry the wardrobe, but sitting on top of it and making the whole job harder for the other 3.