Well I can't kill ones under geared to me, they heal too much...just saiyan.
I believe that ,in any game, this is how priest classes are supposed to work. They should be able to out heal any dps dished out on them...
in order to kill them, you need to be able to disable them or have multiple source of dps i.e. gank them...
Now this doesn't mean that I agree with nerfing the priests DoTs... I believe how it's supposed to work is, priests should have a hard time making their DoTs hit, which can be addressed by fixing the hit/dodge balancing. The thing is I believe this game is trying to give every class the chance to be at par with one another, hence you get a support class with dps skills and a dps class with support skills. On top of this, there is the stat bonus variation per class.
Imagine a scenario where all other classes are at their full potential:
i.e. Ranger at full potential: (with bonus on hit rate)+the speed at which they make their dps land (supposedly definition of a ranger): any priests would end up being busy trying to outheal the dps served to them while trying to make a DoT stick...
i.e. Rogue at full potential: (with bonus on dodge rate)+ stealth on/off skill + disabling skill: at full potential (meaning with full combo points), this class can disable a priest and one hit them ( if they get to hit properly, and not have to chase after a freshly fractured opponent. Current view bug: when their CM skill hits, the opponent slides away and says "Out of range")...
i.e. Priest at full potential: can kill another priest by stun locking them and DoTing them... {which is what we have at present} ...this is why i believe that 30 sec CD on stun would be not so wise...
i.e. Warrior at full potential: has around 2 disabling skills and supposedly by definition can switch between offensive and defensive mode+ leap skills for chasing after opponent: with functioning 2 disabling skills, and a lot of skills that can leap towards an opponent, if they hit properly...imagine the possibilities...
i.e. Sorc at full potential: (with bonus on critical hits)+ supposedly have handy disabling skills (CB,FD, stun from VS if it actually hits)= semi support/disabler/nuker...
i.e. Knight at full potential: you know how our dps varies based on boss def at PvE? This should also apply to knight if their def skills work or for any other class with def skills...
Defense is one factor I would like to affect DoTs (any class' DoT).
This is why I am standing by ... waiting for Devs to actually deliver that balancing scheme before nerfing the skills of any class. Skill nerfing can come later when Devs have actually resolved the issue with stats and its effects for each class.