I will stop playing healer in PvE because as many have already explained competently and extensively their current state is abyssmal.
I will continue to play healers in PvP though because I think in this piece of content they are executed perfectly.
I would like the devs to know that I really appreciate what they have done with them and that I'd wish for them to transfer their good design choices (when applicable) to PvE.
I know, you can obviously not translate PvP healing 1:1 into PvE healing. That is not what I'm trying to ask.
But PvP gets two things right:
1. Encounter novelty (inherent to PvP)
2. Diverse class design
Extensive feedback below the cut in the unlikely case input from this thread gets forwarded to the devs.
1. Encounter novelty
Encounter novelty cannot be recreated perfectly because naturally the randomness is brought in by the human element.
In PvP no game might feel like the other. Even with random attack patterns this feeling can only be approximated in PvE.
Still, I think there are some valuable lessons that could inspire PvE encounter design to spice it up:
1. Randomness of attacks and attack patterns (as explained above)
2. Constant damage
--> in PvP there is rarely any downtime in terms of damage. You always need to be active. You always need to assess the whole situation and manage the different aspects of your kit - damage, healing and (de)buffing.
In light of the constant damage, juggling these three aspects while making sure your team stays as alive as possible, creates a fun and challening experience.
--> in PvE this could be approximated by increasing the damage intervals. (Damage numbers would have to be adjusted accordingly)
3. Frequent, random single target damage on non-tank players
--> PvP balances the necessity for team-wide healing and single-target healing really well in my eyes. You need to look out for everyone, not just the tank, making your healing job a lot more dynamic and exciting.
--> In PvE instead of a (too?) strong focus on raid wides, encounters could add a lot more random single-target hits. If they occurred at a similar frequency as raid-wides and the overall number of damage instances would be increased, too, then (with damage numbers adjusted accordingly) this might make PvE healing more active and prevent a 90% press rate of your damage skill.
4. Limited healing resources
--> In PvP the limited resources force you to play very strategicly and anticipate situations (frequency and intensity of incoming damage, who gets attacked, etc.). Even straightforward classes like WHM become a lot more complex and tactical. Despite your healing being reactive your mindset still needs to be proactive and you need to constantly plan out your resources. Sometimes you need to decide between two (or more) team members: who gets the heal and who has to die. So even letting people die is in some way strategic.
--> In PvE the focus on ressource management could be increased again (e.g., MP) or the strategic costs of executing certain heals could be increased to force more decision making (e.g. long cast times while creating scenarios that demand GCD healing, certain costs/failure risks attached to oGCD heals). Scholar for example could lean more into their kit design of mutually exclusive aspects to increase their tactical risk-reward gameplay.
(I don't know if enforced deaths/strategic deaths could also be a deliberate gameplay mechanic. Though I do think having to make this decision in PvP is fun at least. And I heard some (healerless...ha) savage/ultimate clears use strategic wipes to cheese mechanics?)
2. Diverse class design
There is one general aspect that all PvP healers get right.
1. Task diversity --> You don't just do one thing. Besides being a healer, you are by all means a dps and a buffer too. Having to juggle these three roles makes the gameplay very flavourful in my eyes. It keeps you busy, it doesn't get dull or one-sided, and as explained above it forces you to manage your tasks and develop a good understanding of game awareness and observation skills. You often have to be strategic or make quick and important decisions on the fly.
This point is a matter of taste though, because other people may prefer if the role's focus is placed purely on healing.
For me personally, this diversity of skills is what makes the job complex and engaging.
Much has already been said about it but each class has its own identity.
PvP gets the core concepts of each healer just right:
1. WHM --> powerful straightforward heals
2. SCH --> Tactitian that has to manage their resources by deciding whether to spend them on healing or damage. (And unlike their PvE counterpart their damage and defense options are almost 50:50. That would be impossible to implement in PvE but perhaps the latter could just move a tiny bit towards the middle.)
3. AST --> Random cards that are all useful (the speed buff might be a bit less desirable but it's not super bad when you get it) and meaningful time magic (even though I just have one time skill its usage feels very weighty because it can often have significant impact and offers up strategic application). Interesting "time magic" component" by having some of your next skills become insta casts but you lose that charge if you press any other button. Enforces very interesting resource management and strategising.
4. SGE --> Green DPS cosplaying as a healer. As it should be. (No but really, sage is exactly what I wanted from a DPS healer.)
Merely switching to another healer already gives you a completely new gameplay experience. I know there are always concerns regarding meta and balance. In PvP there are also clear meta jobs.
But the fun (the thing we should have in games) you can have with all of them outweighs this issue for me.
And in my observation no healer job is so undertuned that you can't climb with it. The kits all seem to be decent enough and the open/random encounters leave enough room for skill expressions.
Even if they are not top-picks for tournaments I know skilled people who've reached crystal with sage for example, even though this job isn't considered very meta as far as I'm aware.
I'm in the camp that, as long as every job can clear everything reasonably, unique job design beats homogenisation.
Yes, perhaps one job will be the most meta pick but I don't think that this should be a reason to optimise the fun out of everything.