Quote Originally Posted by IDontPetLalas View Post
I'd say that your comparison, while interesting, is setting the bar a bit too high it's really stretching the comparison.

However, your comment about "number go down, make it go up." does reflect what I would expect if someone was designing a healer from someone who doesn't main a healer, which I understand to be the case here. It come from a much different, and even more self-centered perspective i.e. the recipient of healing who is far more concerned that the healer is going to let them die, or who has one too many let them die.

My own perspective is that healing gets interesting when I have choices, and when I have decisions to make. I don't find that designing jobs for the lowest common denominator, and removing skills on the premise that people can't make decisions to be particularly motivating.
I'm mostly fine with how it is right now. All the stuff I had posted about healing problems are sort of a global thing that impacts both single player and multiplayer, because the reality is few people really like playing the healer archetype even in SINGLE PLAYER games.