Quote Originally Posted by Aravell View Post
We already had lesser free healing, less healing on the rest of the party, and we also had more complex damage kits back in HW and SB, you know what we called healers that didn't heal and only did damage back then? We called them bad healers and then we kicked and replaced them, then life goes on. Can we just call Glarebots bad healers and just kick them again?

It's frankly ridiculous that we have to have our kit design hamstrung because some healers can't do the job they queued up for. You know that some tanks don't mitigate during their burst because they think it's too hard, right? They just demand that the healer shields them, should we then ask for tank burst to be deleted because some of them can't weave mitigation?

Lowered healing requirements and gear creep is only part of the problem, if you only address that portion, you don't satisfy people in the end. Every part of the problem has to be addressed at once or we still end up with greatly unhappy people.
I agree that merely addressing lowered healing requirements and gear creep is insufficient. The approach should be comprehensive, targeting the root of the evolving design issues. My proposition is to start at the foundation and correct the existing and progressing design flaws. Adding more complex damage rotations to healers at this juncture would only exacerbate the underlying issues, leading the development down an unfavorable path. The goal should be to restore a balanced and meaningful role for healers, ensuring they are neither sidelined as mere damage dealers nor overwhelmed by monotonous healing tasks.