I think the problem is, "this affects those players who are interested in optimizing their gameplay" tends to ALSO affect those players who are not. The only way to do it is to make the gap trivial OR make it entirely unnecessary (e.g. such lax Enrages that no one cares about healers doing damage or not). As no one is arguing for either of those changes, there's no way to do this that won't affect those other people.

The only solution - absent that - which I can see would be to make one healer not require it. Then players on that healer simply don't have to worry about it, and no one will be blackballing them since they'll be doing the same general overall performance as the people who are pushing optimization playing the other Jobs.

Can you show me a case where this isn't so? Where the optimized difference is not trivial/unneeded AND people that don't want to optimize can play those Jobs in the same content (this includes Savage) and get the clears they can get in live right now AND where the community won't be blackballing them for not doing the optimal damage?



In order - no it does not. There are already healers who don't care about optimizing their gameplay in normal content. They may get kicked, however they cannot get harassed without the threat of violation- I am not promoting this, I am simply rehashing what has already been discussed. If all they want to do is hit their dot and maintain it at 20% uptime, no worries. If we add 2 DPS skills, 2 more support skills, whatever- they can ignore it if they want- they don't use them now. There is no enrage - aside from the occasional soft enrage.
So then we get to your statement that refers to Savage content, To be honest, that is quite convoluted. I will only add my own opinion, which is at that level of content, I consider it quite fair that ever is expect to be able to perform at a higher level and in the case of healers and the current encounter designs, that means a certain level of DPS is expected and normal. That is no different from any other job.