Either make healing harder or make healers do way more damage

That is not what I said. And also this is not true, a good healer could carry the group if there was an accidental pull or something during early stages of the game.

Healers were always the ones with the most agency over the group’s success, and you were able to do clutch plays and save the group if you played it well. Not anymore though.

Well I don’t know about you but the key range I usually do people die one-shotted most of the time.

No, that’s not the “only” kick, the caster miniboss is CONSTANTLY (every 3-4 seconds) spamming fireballs and the main boss also has a cast that you must kick or else… yes, you guessed it, you die.

There could be 4 kicks but if the miniboss is standing far away casting on top of the AoE and we accidentally overlap a kick, things will eventually overlap and then the situation I described earlier will happen. This is where healers should be able to pull their weight and carry the group thru the small missplay.

What should kill people is for instance standing inside an AoE/frontal, not using a defensive when you get targeted by a mechanic (halls 2nd boss for example) and things like that. Definitely not a random fireball overlapping with a groupwide AoE.