Quote Originally Posted by Rymi64 View Post
Because they have to appeal to the casual player. The casual player isnt likely to go into savage and such so they thats where they can actually cause things to hurt. Every normal fight has to clearable even for the casual player
Leveling dungeons like Bardam's Mettle and Holminster Switch hurt like hell for tanks, especially compared to the "Expert" max level dungeons, and the average casual player is more than likely to get a tank that does wall to wall pulls that they're then expected to heal. Sure it's not the same healing demand as cycles in E11S or Junction Shiva in E12S, but in terms of single target healing it's very demanding when the tank does that wall to wall pull.

Either way, they shouldn't focus on increasing outgoing damage, that's not how you make healers engaging, making it hard to optimize your rotation and your resources on top of keeping everyone healed is how you do it.

Since healing has basically been idiot-proofed, only the last thing still remains, and that task isn't even hard if you actually know how to use your kit