Quote Originally Posted by Thunda_Cat_SMASH View Post
Unfortunately, those lines have already been blurred by the fact that healers, which have absolutely no reason to deal damage at all in group content, are already being expected to output upwards of 70% of a full dps' potential. To get on topic, I personally find healing in this game to be far too strong and overtuned in general. I'd like to see overall potencies for healing reduced by about 20% with an increase in how much damage both the tank and/or party takes. Make random elements more of a thing, rather than leaving everything about the game extremely predictable.
Please stop spreading misinformation. You know full well healers have plenty reason to DPS. Furthermore, unless your DPS are complete trash or under-geared, you aren't going to come anywhere close to 70% over the duration of any noteworthy fight. Now I do agree healing potency is far too high and/or mobs hit for far too low. Adjusting both and including more random aspects like mob patrols or their ability to break the aggro table would help make dungeons more interesting.