Quote Originally Posted by holydiver1286 View Post
As someone said, you're missing the point entirely. Of course healers focusing on healing/mitigating/support is what the main focus of a healer should be. I have been a healer main since 2.0 and love healing, but let's be realistic. After a certain point there is barely anything to heal. A tank buster happened? I probably didn't even have to heal it if the tank used a cooldown or I can pop an instant heal and go back to dps'ing. Oh a raid wide happened? Instead of panic mashing heals, I can literally throw one aoe regen or if I'm feeling spicy, assize or pneuma then go back to dps'ing. Oh a mechanic that drops everyone's hp to 0 or gives everyone a bleed happened? Yet again, an aoe regen and maybe a bubble will cover that and I can go back to dps'ing. All of 1 to 2 seconds of healing negates any danger. There is simply not enough damage going out to make the healing part of healers engaging. You begin to hope that people mess up so you'll have something to do. I just started doing ultimates recently. Even in them, it seems like a lot at first, but quickly diminishes into being efficient with just a couple heals and then back to dps'ing. I'm all for focusing on healing, but make it actually needed without throwing heals out in to the wind when none are needed. When the hardest content in the game can be cleared without healers (not that it's meant to be that), then that should tell you there's room for improvement in the healing category. Either have enemies shooting out more/random damage that needs to be consistently monitored or give the healers the option to do more except spam glare/broil/etc in the vast amount of time they spend attacking.
You are just proving the point? You barely need to heal and end up DPSing for the most part. So is this good healer design? Is this good content design? It's just DPS more and have a complex DPS option because, as it currently stands, all healers are, are a DPS with healing tacked on. Is that good?