Quote Originally Posted by Silver-Strider View Post
Sure but given how the game is ATM, do you believe that they will be given the time and polish to be done right? Probably not.
I trust the devs with almost nothing, but that's largely besides the point; else we wouldn't have threads like this in the first place.

It was a spitball example of an addendum in either case. I wasn't suggesting a return to any 1.x mechanic; I merely used that example because it's the last time anyone could manipulate mob behavior beyond whom the mob was targeting and could thereby work against longer-term constraints in meaningful, interesting ways beyond just "kill[ing] it dead."

For now, if the devs are wholly unwilling to increase relative healing requirements, then any and all improvement will fall under improving our non-healing/downtime play.

Though nearly other support functions have been removed from healers, so too have been dps skills beyond their absolute minimum threshold, in turn (leaving only a DoT each, Phlegma, Pnuema, and Misery* across the whole role beyond their fillers). Other ways of playing into that downtime --such as via utility-- then, are just about as feasible as a return to more sophisticated kits, and a return to one would as easily precedent a return to the other.

And as much as I want back a more fleshed out offensive kit (some 3-5 such ST spells in place of 2-3), as a healer I certainly wouldn't be against ways of contributing towards long-term objectives or against long-term constraints beyond just damage.