Quote Originally Posted by Renathras View Post
Random aside: Suppose for the sake of argument it was possible to do something like ARR where we split healing as a role into two parts that were...actually functional (unlike the Pure/Barrier split which seems to basically be meaningless outside of WHM/WHM comps since everyone else has barriers anyway...)

Where we had one that was a healing focused set of healers, and the other a support/damage focused set.

The former are designed to have powerful and efficient heals with a slimmed down damage kit while the latter are designed to have a more expansive damage suite and dynamic gameplay shifting between support healing and buffing the party vs optimizing their damage potential.

If there was a way to do this where it wouldn't devolve into a meta of 2x supports (let's pretend this is possible), would that not be an interesting and possibly useful change to satisfy everyone?
It is not possible to achieve this without going in the 2x support meta for single group content.

Otherwise, you either make one of those 2 healing group useless. If the support/heals can't main heal your group why would you pick them but if they can main heal why would you want a pure healer that would simplie makes your run slow and more prone to failing a group mechanic ?


Vanguard was probably the most notorious one for the heal+off heals for meta. Support healer where basicaly second tier DPS with good secondary healing.

Two pure healer was too much heals for slow killing and one wouldn't be enough or cause lots of whipe. So a pure healers and a support healers (tier 2 DPS and tier 2 heals) would make things easier while not slowing the group down too much.

As content got older it could be single healed but off-healers could just stop healign completly and focus on damage dealing.

But such game are more for a niche group of players IMO.