There are 3 primary aspects that makes these situations meaningfully different:
- Damage determines when a fight is completed, healing determines if a fight is completed*
- DPS roles have lower responsibility than Healers
- DPS roles always has a job to do, while the job Healers have to do is determined by the encounter
Damage determines when a fight is completed, healing determines if a fight is completed*
In a fight without enrage, outgoing damage only determines when a fight is completed, not if. Because as long as you're alive, every class is capable of doing at least a tiny amount of damage, and over time even a mild amount of DPS will eventually lead to the death of the boss. However, you cannot take this same approach to healing, because below a certain rate of healing your group dies and you literally fail.
DPS roles have lower responsibility than HealersBecause of the previous point, DPS roles have a lower level of responsibility than Healers. If a DPS role slips up their rotation or even dies, their reduced DPS does not put the party at risk.* Reduced healing can put the party at risk of death and wipes. Thus, healers not only have the responsibility of preventing failure, but additionally share in the lesser responsibility that DPS roles have, since a Healer that allows a DPS role to die has played a part in reducing the DPS of the party.
In my opinion, I think it's a good thing that different roles have different levels of responsibility. Some players want more responsibility, some want less, and this lets them all play together.
DPS roles always has a job to do, while the job Healers have to do is determined by the encounterRealistically speaking, you cannot design a fight where DPS roles don't have a job to do; you would have to bend over backwards to do so. Because as long as there's an enemy — which is the whole point of every encounter — there is an HP pool that needs to be drained. By definition, until an encounter ends, there is a need to deal damage.
The same can't be said for Healers. A Healer's job is to keep the party alive. Any time the party isn't at risk of eventual death is a moment when Healers do not have a job to do. Put another way, the need for Healers is relative to the magnitude of harm the encounter deals to the party. Below a certain threshold, Healers will spend a significant amount of each encounter without a job to do. And below an even lower threshold, Healers won't even be needed to do what little job there is to do.
*The only exception to this is content where there is a time crunch mechanic that is guaranteed to wipe the party if some entity isn't killed quickly; in these specific circumstances, Damagers also take on the role of making sure that the encounter doesn't fail.



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