Quote Originally Posted by Jeeqbit View Post
These suggestions seem unusual and strange to me. Maybe they would work? But they aren't what I would say, as someone that has played since ARR.

To make healers relevant in, say, a dungeon, the answer is simply to not allow tanks to heal themselves to the degree that a Warrior can and to make sure bosses and enemies hit hard with autos/DoTs/vulns.

How do I know this? Because I played in Heavensward where you would go through a dungeon and, generally, relied on the healer. Getting through it was a partnership between the tank doing good mit, the healer keeping them alive and the DPS killing things before the tank ran out of cooldowns.

What has changed since then:
  • Tanks have an abundance of self-heals.
  • Tanks have a powerful short-cooldown mit, the 30% mit had its CD reduced, Reprisal became AoE, we got Arm's Length.
  • Tanks got extremely good AoE so mob packs don't last an eternity in an average party of not-competent DPS.
  • Bosses spend so much time doing mechs they don't do hard-hitting autos.
  • Healers have lots of OGCD heals so they don't need to actually cast a heal.
That said:
  • I always spammed my attacks on a healer, even in ARR and Heavensward.
  • Healing was still often just apply regens on WHM -> DPS -> Benediction if needed.
  • Although healing was like that even then, it was a lot more risky than it is now, and clearly going against the design intention. The difference now is SE decided to design around how we actually play healers.
Tanks are way too overtuned at this point, and bloated AF.