Nor did I say you did.
Nor did I say that. I simply pointed out, across multiple posts now, that...Talking about strawmanning, btw:
I have said Healers need to heal more than what they do, which according to someone else looked like 8% of their actions.
-You said that I was in favor of flipping it to 92% of actions as healing, rather than damage.
- Even if you flipped how we spend our GCDs, uninteractive spammable filler heals would still be uninteractive filler, regardless of whether it's a heal or attack; the problem goes beyond mere tuning relative to content into also the tuning and functionality of skills among/relative to each other, and treating our healing kits as just needing increased difficulty hurts what is possible for/from those kits.
- Increasing healing requirements to a point that our downtime kit would actually be fitting (e.g., some 80% of skilled healers' GCDs spent healing) would likely decrease cast diversity when compared to a lower bar (a mere majority of time spent healing) for which, yes, our present downtime skills would still seem insufficient to many. Difficulty without balance tends to reduce variety of actions. You need the balance, too.
We started all this with a simple note on my part not to confuse "It's boring when I'm not healing much" (which I could even accept as a fact of being a healer, even if that still seems wasted opportunity to me, as tanks can be plenty interesting even when their not nullifying much damage or positioning many mobs) with "It's boring because I'm not healing much." One thing that repeatedly surprised me, at least initially, in healing in tBC, WotLK, Cata, WoD, BFA, and ShL, and echoed when listening to healer-main Mythic streamers, etc. was that the fights with more interesting decision-making and moment-to-moment actions around healing were rarely the ones that cranked up healing requirements all the way up to 10/10, because those fully cranked up fights actually devolved their cognitive load into mere whack-a-mole with MP-efficient spam. Unless the kit is perfectly suited to make a puzzle problem out of that particularly cranked-to-hell fight, there is a point of painfully diminishing returns, even if we were to think nothing of downtime tools going to waste (say, for lack of MP, so that we'd instead spend that time idle).
I.e., don't underestimate the impact the kit itself has on how much can be managed out of it at various levels of stringency; it's not quite as straightforward as it might first seem, and pushing too high can actually remove a given kit's ability to engage with its complexities, which are the actual enjoyable part for many (as compared to the mere mechanical whackamole that increasingly replaces it). That was it.
To which concept you responded with "People who play this game like to pooh pooh actual MMO healing, then go back to hitting that glare key like a woodpecker," as if having played XIV for any time left me unable to appreciate the raid/M+ healing I'd done in WoW or GW2 and left me happy with Glare spam??? Seriously, what?
We're already talking some 80+% healing uptime there, and the difference being mostly just whether one is even able to interact with some of my healing nuances otherwise available being pushed out by too high of burst intake (can't set up/can't use efficient heals/spec basically barred until hotfix) or too great of total damage (forced towards the most MP-efficient shit only, actually decreasing my number of real options and concentrating my CPM down to fewer and fewer among my non-CD actions).
How is the likes of 'high requirements, but not quite so high as to literally reduce my number of effective choices among my heals' wanting godsdamned Glare spam? How is caring about how the kit itself is designed and how it might otherwise devolve to equally few choices under tuning increases alone wanting Glare spam?
If it's so bad to prefer fights that allow slightly more elaborate plays (and less spec exclusion) and the occasional damage key, fair enough, I guess, but no part of what I had said implied being okay with Glare spam, only that difficulty affects what healing complexities can reasonably interact with at BOTH ends, and our kits' balances in themselves play a hefty part in what engagement can come from those encounters.
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EDIT: Now, if your response after quoting me had little to nothing to do with what you quoted of me, I apologize for the mis-assumption in thinking your reply was meant for the person you quoted / was made in reply to the ideas presented in that quote. But if my preferring just short of whatever healing requirements are so tight as to actually devolve healing kits is too attack-spam-happy to you just because we might still be able to fit in the occasional utility-laden attack, then we're going to have to agree to disagree.
Again, I prefer that a typical healer spends a majority of their time healing. I actually like the existence of weaker, more-MP efficient heals for the flexibility they allow in tuning. I'm not exactly super DPS-focused in what I like from my healing jobs/classes/specs. I just feel that healing kits need to be considered for their interactions at varying intensity levels (if only for the fact that we want room for skill expression and gear will inflate over time) and that even 80% time spent on healing would still be worth improving downtime kits over.