The overall message behind wanting more DPS, utility, healing moments, etc. is ultimately "I want to be engaged in the moment-to-moment gameplay". It's all in trying to achieve better engagement while playing healer. All the options have their pros and cons of course, and ideally I think we should have more DPS options, more utility, and higher healing requirements.
The problem with only raising healing requirements is that it adds a lot of potential stress on inexperienced healers, especially if it's done in casual content, as well as frustrating for the other teammates to be paired with a healer who struggles to keep up. They wouldn't be able to increase it high enough to keep experienced healers engaged without also completely blocking out new healers from even starting. It's either too low so skilled players are bored, or it's too high and unskilled players get frustrated.
I think Barbariccia, P10, and Zeromus is about as high as casual content can go, and that still has lots of time between incoming damage.
Utility is nice, but it can often be either niche, subject to long cooldowns (like Expedience being 2 minutes) or entirely fight dependent. We used to have CC be a more common thing in ARR, but moved out of that by HW, CC still has some use in dungeons and deep dungeons at least. A lot of utility is not something you can play around with on a per-GCD basis.
More utility wouldn't be bad though, Expedience is nice and I wouldn't mind seeing each healer get something unique.
DPS however is always going to be useful, it doesn't require that a new healer interact with it if they struggle to keep people alive, skilled healers have something to occupy themselves with when they have nothing to heal, and it only adds to the skill ceiling. The only potential downsides would be tunnel-visioning, which is more of a skill issue than anything else. Adding more DPS options fills that healing downtime with something they frequently interact with helps out a lot with engagement.



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