Quote Originally Posted by AmiableApkallu View Post
The first reason for Glare-spam is because the team is already well-enough protected and healed. There's no need for "better."
I think these are both valid responses! My initial thought (which I never explicitly wrote apparently) was that the functionality gated behind DPS should be something that isn't already accessible somewhere else in the kit. So the design of this wouldn't be that you're Glare-spamming because your team is the best they could possibly be, but rather because the team has everything they could possibly have except for the benefits gained by Glare-spam. The rewards from Glare-spam should be minor compared to everything else in the kit while not being negligible, so it is never the urgent thing to do, but is rather a "nice to have".

Quote Originally Posted by AmiableApkallu View Post
The second reason is because the kit lacks something to address the needs of the moment. In which case, why not add that "better protect or heal" to the kit directly? Isn't gating necessary and useful healing behind damage supposed to SGE's niche?
In regards to why not adding whatever the "reward for the DPS" is to the kit directly, I would say because we're already in a situation where there's next to no healing or mitigation to do, especially in non-Savage/Extreme content. If CBU3 solves that problem, fantastic, throw my idea in the trash, I'm satisfied. I am simply not confident that they will. And that's the reason why I think it would be nice if the DPS-spam we healers do at least had the aesthetic of helping the healer do the job of keeping the party alive. Even if whatever benefit it gives is absolutely unnecessary in the content you're doing, it means that when you Glare-spam you haven't just turned into a budget DPS, because you're gaining something that has to do with healing/mitigating by doing it.