Consumables are not crutches. Consumables are vital to strategy in any RPG, and no RPG without consumables is worth a play. That DnD mathematically rewards immunities, and in general, the prevention more than the cure, doesn't change that. This mode of thinking, that consumables are a crutch or the sign of a bad player or something, that just reinforces the damage-race mindset, and the narrow meta issue the server
actually faces.
I think it's a real shame that if you make sacrifices in your build and the game punishes you, you have to come to the forums to read that you're relying on a crutch by people you've never met before. How's that positive community involvement, exactly? There is no escape from this circular logic -- that you need to optimise your build more and not rely so much on those "crutches," because you are somehow creating a problem... for other players? Just because you invested in a panic button to proof the weak spots in your build, on those rainy days when bad stuff unexpectedly happens and you'd rather not just die or leave your party to rot, or any other number of circumstances that can arise in which you might just want this potion.
The paradox compounds: this change will not make people play more healers. People will play what they want, not what's "necessary" or what the server is supposedly balanced for. The server was never balanced around healers, people have gotten by without them
before the potion was introduced. If you want to see more healers, play one yourself and get your friends to do so. I can identify no other players in this thread who actively play a healer, not even the people who say people should play more healers!
Both of my active characters are healers, on the other hand, and I don't feel like I'm out a job, I never did while I was leveling those characters up from scratch, either. And when I made them I was a new player, completely new, no OOC friends to rely on to carry me through dungeons. Then and now, in the cases where I had more healing than I need, it's not the potion that led to me not using every spell slot.
So, as someone who's been playing my healers for two years,
I still fail to understand why this change was necessary, what prompted it, and what it's supposed to even solve.
I'm sure the others are just as confused and that's why they are posting here, constructively making suggestions, offering feedback and insight, and so on, but also curiously wondering what the plan is here.
We would like to think offering our perspective is helpful because we play the server and we have been in real scenarios. Raw data collection cannot account for what players actually experience. The game is way too complicated for that.