Quote Originally Posted by Lambdafish View Post
This is because it gives the devs far more freedom when it comes to dungeon difficulty [...]
You 'do' realize that the only thing you achieve by adding another healer is to trivialize non-lethal attacks and mechanics further? It doesn't give the devs "more freedom with difficulty", it simply makes each and every content easier by allowing one healer to fail and thus forces them to make every dungeon considerably harder to achieve the same overall intended difficulty, which puts more strain on EVERYONE in the group.

And "harder" equals more punishing in that context. Healers already trivialize almost every non-lethal damage, hence why vulnerability debuffs are used everywhere nowadays (Even in freaking Skalla!) - it's the only way to scale difficulty for them at this point. Since non-lethal damage equals trivial damage, mechanics need to one-shot to matter. But if everything did one-shot right away, that would make things far more difficult than intended. Vulnerability debuffs allow you to fail X amount of times before you get one-shot and thus present the only way they can create a middle-ground in terms of difficulty. This is already an ongoing trend, putting more healing power on top, either by adding another healer or buffing healers further, is only going to exacerbate it. It's a corner they have already designed themselves into.

And worse, adding a healer without having an increase of healer population and popularity only artificially increases queues for everyone else.

But I could go on to rant over healers as a design for years - It would only lead off topic. I'll leave it here.