I don't think this is the answer though. I think issue very complex but starts with adjustment of old content to power creep. Then adjustments to healers for it. DPS get stronger why don't healers can more utility in return?
I would agree if this was the case. Good leaderboard runs in vDSA when it first came out quickly went to using a 50/50 healer who often would hold their own with the DPS. No power creep as we are talking about early on after it was released.
Healers are still needed in 4 man vet content for a large portion of the players. The skilled players who can clear even newer content without a dedicated healer are not representative of the player base. I would expect with your history in this game you have the experience to understand this or you just run with top raiders.
MrBumblefoot wrote: »With all the one-shot mechanics around, healers are becoming worthless. How about reworking the Healing Ward skill so it absorbs all damage from a single hit? It would counter the one shot mechanics and make healers useful again. But it shouldn't be spammable so maybe increase cost or add some type of cooldown.
One shots certainly add to the problem. But I still believe the main thing holding healers back on this game is all of the silly directional and positional restraints put on their healing spells. It makes them undependable in many situations so that DPS - and often even tanks - are just better off healing themselves in an emergency.
And healers need to be dependable. Especially on a game like this where people die so quickly and nearly all classes have some capacity to heal themselves. Otherwise players are going to opt to just do it themselves (which many of them for good reason do).