I'm genuinely fascinated to see how many other ex-healers (and specifically ex-ASTs) switched to DNC. I suspect it's a popular job for a lot of us, because its proc-heavy kit and its emphasis on buffing/support provide the exact sort of reactive and support-oriented play that drew most of us to the healer role in the first place.
The entire point of a trinity-based MMO is that every role has a different responsibility. If you want a non-trinity MMO where any class can do anything, Guild Wars 2 already exists.
Also, that is just one of many design decisions we have argued against.
These aren't the same argument, because they're answering different questions.
The "go play Ultimate" argument is given in response to the question, "What can be done to make healing more engaging?" The reason this is not a valid argument, is that it's not reasonable for a role to be boring in the great majority of the game's content.
The "go do Trusts" argument is given in response to the question, "What can healers do if they're afraid other people will harass them for poor performance?" This is a valid argument, because progressing the MSQ without needing to interact with other players is precisely what Trusts were designed for. Your stated concern in your posts was for healers progressing the MSQ without being yelled at. Trusts allow them to progress the MSQ without being yelled at.
In the latter case, a solution to your problem already exists in-game, while in the former case, it does not (as attested by the number of players who have posted their Ultimate logs showing that they are just as boring to heal as more casual content).
Says the person complaining about people complaining about video games. Truly, the toppest of keks.
I do loves me some Appeal To Worse Problems Fallacy, though. "Sure your dad beats you every night, but there are starving kids in Africa who have it worse, so your problem doesn't matter."



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