
Originally Posted by
Renathras
You may not recognize it (somehow?) but it's been true for 20 years, if not longer; as long as the Trinity has existed (which is from AT THE LATEST 2004) it's been true in some form or another. Even before then, before there were clearly defined roles in gaming, there were often setups that had leanings. Baldur's Gate in the 90s, for example, often would have people specialize in healing since it was strictly necessary to have available.
And what do you do when not casting heals? Well, in Baldur's Gate, Clerics and Druids would use Slings. You would...literally be autoattacking, with your autoattack being throwing stones. In Everquest, you'd /meditate (/sit, basically). In WoW you'd basically always be casting a heal - Holy Paladins in Wrath would Beacon one Tank, target the other, then spend the next 10-20 minutes pressing Holy Light, breaking it up occasionally to use Judgement of Light/Wisdom if in 10 mans. In 25 mans, you'd usually have a Prot and Ret Paladin doing both of those for you, and the other Judgement (the one that did a heavy or stun or whatever) was useless.
I think the issue is more you're used to games where Healers aren't all the same (and often where they had customization - in BG, for example, you had the choice of spells to use from your spellbook in your various slots, and in BG2, you had Kits, or basically specs), so you could pick one that was more support and combat focused. In other words...my "4 Healers" idea you constantly attack because you want what it offers, in effect, but you want it for the one Healer you suspect would be the one that wouldn't have the gameplay you wanted.