#10 - March 25, 2009, 12:36 a.m.
When mana isn't particularly limited in an encounter, then the main way we have to challenge your group is by making you global cooldown limited on an encounter. Basically if you ever fail to cast a spell every cooldown, your target may die because incoming damage is so huge.
While that might feel very challenging, it also works against some of how we want encounters to play. You can't worry about things like mana, movement, healer coordination or overhealing when missing even a single GCD results in a wipe. This does not mean we want healing to be slow and boring. We do want players to make interesting decisions when they are playing, and we fear spamming your most powerful heal every GCD and never stopping isn't really a decision. In fact it feels more like a macro. :) So we make the risk of that behavior to be that you run out of mana.
(I'm describing a pretty extreme case too, like trying a new boss for the first time when you might be a little undergeared.)
Another way we could have approached the problem would have been to greatly increase the health of every player and then also increased the damage done by the boss. That way you wouldn't be healing a tank for 25 or even 50% on every big heal. When someone got knocked down low, you would have to cast a few heals to get them up again and the focus would be more on who to heal rather than making sure you don't ever miss a heal.