On this topic, this new comment from a Guild Wars 2 designer is very relevant to my position, I think.
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"That is why Guild Wars 2 does not have a dedicated healing class.
Everyone take a deep breath. It's going to be OK.
We have lots of people in our studio that enjoyed playing monks in Guild Wars and healers in other games. We examined what it was about the healer archetypes that people really enjoyed, and we took a look at what it was about those archetypes that made the game less enjoyable. Then we created professions to appeal to those types of players.
Support players want to be able to say, "Remember that one time when I saved you from certain death?" They want to stand in the line of fire and block attacks. They want to surround their allies with a swirling dome of air that keeps enemy projectiles from passing through it. It's not about clicking on a health bar and watching it go up, it's about being there for your friends when they need you.
If you have played enough Guild Wars, or any other MMO with healers, you've sat around waiting for the right mix of professions before being able to continue. Or you loaded into Random Arena and both teams had two monks (or they had a monk and you didn't), and you already knew the outcome of that game 99% of the time. But we've all had those 4v4 Random Arena battles where neither team has had a healer. Instead of not being able to kill anyone or being forced to attack the monk first, you can actually think about who to target, when to use your defensive spells, where to position yourself on the battlefield, etc. From the highest level of PvP, to the sieges of World vs World, to PvE in the far reaching corners of Tyria, that level of creativity and tactical freedom is exactly what we want combat in Guild Wars 2 to be about.
We keep hearing other MMO developers espousing the "holy trinity" of DPS/ heal/tank with such reverence, as if this is the most entertaining combat they have ever played. Frankly, we don't like sitting around spamming "looking for healer" to global chat. That feels an awful lot like preparing to have fun instead of having fun.
Instead of the traditional trinity, every Guild Wars 2 profession is self reliant--not only can they all help each other by reviving in combat, but all professions have ways to build their characters differently to make them more versatile for group play.
Ultimately, DPS/heal/tank just didn't cut it in our book...er, game. Our players demand more from Guild Wars 2 and we intend to deliver on that demand instead of delivering more of the same. Not only is the trinity very formulaic, but it leaves out a lot of gameplay elements that make many other games so much fun. Instead, we break these trinity categories down into a cooler, more versatile system."
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Fits my views very well.