Quote Originally Posted by Renathras View Post
I kind of scratch my head whenever people say this. People die in 24 mans all the time, so healing kind of IS needed.
When alliance raids are new, they tend to be a mess and require a lot of healing, which is totally fine. Alliance Raid mechanics aren't very hard, and the general community tends to get a good grip on them after the first several weeks. Sometimes you get a few deaths, but people aren't failing mechanics in droves like they do around the launch of the raid. SCH and SGE are very capable of relying entirely or almost entirely on OGCD heals at this point based on the team. It's more volatile than a dungeon run, absolutely, but I tend to get more instances where nothing really goes wrong in alliance roulette than ones where things do go wrong, even with the more recent raids.

Quote Originally Posted by Renathras View Post
I don't disagree with making GCD healing useful. I very much agree with that, in fact. I think WHM is basically there, just that their non-Lily heals need to be brought into the fold. It's one reason I suggested before to remove Rapture and Solace and just make all their GCD heals generate 1/3rd a Blood Lily like that.
If every heal is special, then no heal is special. There should still be some type of rhythm to using your healing to reward more skilled use of healing resources. This gives those that seek mastery a goal and something to engage with that also doesn't alienate those that don't as not following that rhythm shouldn't stunt your healing. In fact, the tools that don't follow this rhythm can be your strongest security heals that help you get out of a bind very quickly and easily, shortcutting that healing rhythm at the cost of losing a little damage. It creates choice and consequence which are inherently good design.