Quote Originally Posted by LilimoLimomo View Post
If my terminology is leading us to envision different games, I'll simply clarify by saying that I liked what healing looked like in non-Savage/EX content back in Heavensward, and that's the vibe of what I'd like to see again.
In order to accomplish that, you'd want to prune a fair amount of self-sustain off the tanks as well as cut each healer's free healing resource pool significantly (OGCDs primarily). You don't heal because every healer has an answer to nearly any instance of incoming damage that does nothing to make them stop attacking. Make GCD healing more interesting, but you'd also want a much smaller selection of heals to compliment the relatively slow outgoing damage provided by most content, while those tools still have the flexibility to handle healing mechanics in more recent harder fights.

The problem with adding more healing is that, since we aren't adding more damage, the new healing resources are forced to share the same uptime that older healing resources had, which isn't a lot. And once we reach that point where we've stiped away the excess healing and reworked each healer's healing tools to have more interactivity and are capable of complimenting both the easier content and the harder content, we will eventually be forced to ask the question of, "What now?" When the next expansion rolls around, what do you add? If you add more healing again, you'll just end up back in the current situation unless you increasing outgoing damage frequency accordingly, which is very unlikely to occur. So what do you add at that point?