Quote Originally Posted by Allegor View Post
I mean, if healing was more extensively required, then healer dps would indeed become 'optional' so they wouldn't really be enforcing them to dps except for high end fights, and people don't tend to slack off in that type of content anyways. Also, the healer dying due to difficulty would be no different than dying on the first week of a patch due to not knowing the fight mechanics - Wipe, adapt, try again. It already happens a lot in leveling dungeons and nobody makes a fuzz about it, because it's expected it can happen.
The game can comfortably increase healing requirements even in casual content to a point in order to make the extensive healing tools we have access to feel more relevant, but this will not make a significant impact on the amount of DPS uptime healers will have. In order to actually flip the dynamic so that healers cast healing spells more than DPS spells, you’d need to have fights outputting unavoidable damage something like every 5 seconds.

Quite frankly, our community would crumble under this model. It would also require every encounter every created thus far to be reworked to output damage this way, which is a colossal undertaking, because if you leave old content as-is, it creates a jarring schism where old content fails to feel suited for how healing gameplay is designed moving forward, and will also create a wall where the games goes from having bosses that sometimes don’t even deal party damage more than once before dying, to now dishing out damage constantly. It’s feel like you stepped into a different game. And it also doesn’t necessarily change the issue of healers spamming Dosis if all they do now is spam Prognosis.