Quote Originally Posted by Aword3213 View Post
maybe lower our healing potency a bit?

The healers in this game are way too good at topping everyone's hp. It's way too easy and simple compared to other games. By reducing our healing potency, we will have less downtime... I guess?

Or maybe turn some of oGCD abilities into GCDs. The more oGCDs we have, the more 1 button spam we cast because we are so good at weaving.

Yeah...apparently my ideas are awful too
Nah, those ideas aren't bad; they would just impact the difficulty floor, which is a point of debate.
(I'd argue it's necessary to do so, but should come with a consequent learning/difficulty curve and options for direct instruction -- itself only necessary because many players would have already out-leveled their learning opportunities -- but others would argue that as long as healer APM leans significantly enough on non-healing actions, we can still manage engaging and accessible gameplay for both skilled and unskilled healers.)
It's worth also noting that as isolated changes, decreasing healing output would not decrease players' eHP (their time-to-die, so to speak), only their time-to-heal, whereas outright increasing incoming damage (without adjusting Vitality and/or Defense contribution accordingly) would decrease players' relative eHP, too.