Quote Originally Posted by Silver-Strider View Post
You claim it would be a disaster but that's kind of how it was in Coils back in ARR. We didn't have the plethora of oGCD healing abilities back then and had to actually utilize your GCD for Healing/Shielding as appropriate. Sure, there was moments of levity to throw on Cleric Stance and do some DPS but it's not as though you could do that for 80% of an encounter and be fine like you can today. If it was possible back then, then I fail to see why it would suddenly be impossible now, especially given that every role now has much more group utility than they did back then.
Because the incoming damage isn't high enough to make healers heal (Ex can be cleared without healers, the P1N solo tank clear, dungeons being cleared with just tank heals...) and changing the damage to make healers heal would cost a lot of resources rebalancing all the game content, because that design punish good play and efficiency since the good players that heal just enough (cause overheal is not valuable) would have worse MP economy and would encourage more players to bad play, or in other words, curebotting, because a design like that is a hell to balance and make the barrier of entry bigger as Liam_Harper said since what is "high enough" for a good healer is "way too high" for a novice one, because it would make gearing feel worse as the more geared=the less damage party recive and less heal they need=more dps actions=more chances to go out of mp and not interact with the content

There are many more reasons why a healer design like that does not work and modern MMOs move away from there, its simply flawed.