Quote Originally Posted by loreleidiangelo View Post
So you're saying the game basically had to invent a brand new punishment mechanic (CS) to actually make healing in this game difficult? I can't be the only person who views it as a serious issue with healing potencies and encounter design, yeah? If we need a "button" to make our lives as a healer hard, then I feel like the game has failed on more levels than just one.
You see it as a punishment and I see it as an investment. It's no different than tanks. They trade tankiness for higher damage while you trade healing power for high magic attack power. Admittedly, yes healing per GCD is incredibly high in this game but in much harder content, this isn't really a concern until you outgear it. When you begin to outgear it, you can put more GCDs towards damage. The developers don't want you to be doing nothing in a fight.

If cleric stance was removed and healing per GCD was reduced, they have to balance around that. As you outgear the content, there's less you have to heal. If there's less for you to heal, you'd be standing there doing nothing for an extended period of time in fights unless they overtune the healing checks.

Also, the first sign of failure in several savage groups is the healers not being able to heal and mitigate damage properly. Healers didn't top off the tank during brawler phases or they didn't use a healing cooldown for uplander doom in a7s. Constant flow of issues with healing are why groups fail, it's not because they didn't cut on cleric. If cleric was removed and healing per gcd was made to be weaker (to keep you more active I guess), you'd probably see even more groups failing.

Healing anything outside of savage is easy if everyone is performing their roles correctly. If you want healers to only be able to heal, you're asking to make healing in general harder. If you want healing to be harder, healing in savage will become more inaccessible to many "average joe" healers.