Yes, this was the way it was. To this day, there are still a lot of die-hard WD fans who would defend it to the grave. I loved it myself, but there is no denying that it was flawed, because there really were very few exceptions to how the matches played out.
CC'ing the healer was a valid strategy for scoring a kill, but that strategy had a very big pitfall. So long as the healer was still alive, they could simply resurrect the player you nuked while they were CC'd. The match would then continue in a deadlock until one healer died. The ONLY time that changed was if the two competing teams were on equal footing, or had equally skilled healers. If that was the case, then the fight became a battle of attrition to see who could run the other healer dry on Mp. That was pretty rare outside of organized matches, though. Nine out of ten times, it was more efficient and expedient (as well as far less risky) to simply nuke their healer as quickly as possible in order to secure your victory, especially if you were CC'ing the healer long enough to score that kill. Once the healer was dead, the possibility of a comeback was reduced to zero. The one exception to that was if they had a Smn who had access to battle resurrection, but that was exactly why the kill order went: Healer > Ranged > Melee > Tank. Once the healer was dead, the Smn was the very next person to hit the floor, usually within a couple of seconds.
I imagine that this would only be worse as things are now. Even back at 50, all dps classes had access to a pretty hefty burst. There was never a time when they didn't. Blm's were rocking either items in their hotbars to score triple Flare burst rotations (quadruple, for a short time, until SE nerfed it). Dragoons had their jump burst rotation. Etc. Those bursts have only gotten stronger since HW, so nuking the healer in a perma-death match would only be easier.

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