I’ve only been playing this game for a relatively short time, but I’m running into a big problem with it: I like playing healers, and I constantly get told that I shouldn’t be playing one. This is pretty annoying, since the game very obviously has multiple classes that are meant to be healers, and tons of gear designed for healing, yet if that’s what you want to do in the game you’re useless most of the time. A big culprit in this seems to be a signet called the Signet of Cruel Delight that for some reason doesn’t have a cooldown and because of that just heals people endlessly while they attack. Even if that was fixed however, way too often you find yourself in situations where you simply don’t need any healing because the enemies just don’t do all that much damage, and everything that is actually dangerous is a one shot you just have to avoid, so once again healing isn’t needed.
I have an idea how healing could be made a lot more useful and welcome in any group without making the game too punishing without a healer however.
The game should add an overheal bar to all characters, called “Anima Overcharge” or something like that, that is the same size as your health pool, and is filled up when you receive healing while you’re already at maximum health. Anima Overcharge is then spent when you attack an opponent, by doubling the damage of your attack, but draining the anima overcharge bar by the extra damage inflicted.
So in effect, all healing that isn’t needed rolls over into damage output for the party, which means healing is always helpful. A healer can even be a significant damage multiplier in a party that is large enough to gain more overall HP from group heals than they would receive from standard damage.
To keep the whole thing balanced and not make self healing into the best way to increase DPS the Anima Overcharge would only apply to healing from external sources. A healer can always solo by just doing anima allocation in this game, so this should be a group feature. Also depending on balance there might be a modifier needed, for example only 75% or 50% of excess healing rolling over into the overcharge bar. It shouldn’t be totally overpowered, but in a group of 5 that doesn’t need healing you should be doing more damage with a healer who generates overcharge than with a 4th DPS.