But this does not correspond to reality. If you don't build up your healer as a tank, you have absolutely no chance. Even if the DD doesn't rotate well or its gear is just mixed, it will bring the healer to his knees in the long run.
Surely, this has nothing to do with the skill of the players. It rather depends on the classes and their advantages. A Shamie has to run, he can't absorb the damage like a Runepriest or Siegmar/DoK through higher armor, instand-casts or generally shorter cast times. The misery already starts with not being able to remove some conditions and ends with poorly balanced DD classes.
In short, yes, the damage is much too high. There is just a lack - and this is an important point - of possibilities to limit incoming damage at the beginning. By that I mean absolutely not the detaunt because it only applies to yourself and only compensates damage instead of offering a way to avoid it. Heal over time can only be used when damage occurs. A cast that takes 2-3 seconds to heal? In the meantime damage has to occur. I myself started in Guildwars 1 and there were really fantastic possibilities for healers. I remember a spell called "Guardian". For 5 seconds, 50% of the Meele attacks went nowhere. Only 5 seconds, could be despelled during attack... but hey. Most of the average DDs ran into the "Guardian" and the healer remained almost untouched by the incoming burst due to good foresight. Such proactive spells lack RoR, which means the healer can only limit damage by positioning, foresight, and movement. But that's only a small part and it would be nicer if that foresight would be rewarded by spells that minimize the incoming damage .... but hey .... that didn't exist back then. So what remains are average DDs who think they are heroes. The big "Woha"-Effect usually comes to these people only when they meet an optimized 2-2-2 group and use the current game mechanics even better. But that's another topic again
