
Originally Posted by
Hyrist
Arguing in circles again.
I've already explained this before: You should invite your Hybrids to accompany your lower tier healers, and leave WHM as the undisputed king of burst healing.
If anything, hybrid jobs need a boost in this situation to make it work easier to this standard, rather than telling SCH and RDM they should be WHMs.
1. Healing is the least desired of an MMO role. So forcing that function on a singular job within a party, instead of distributing the role among multiple jobs that also serve other purposes goes against this dichotomy instead of working with it.
Again, SCH and RDM should have their own healing over time functions to compliment their damage prevention measures, but nothing more than that, as they already do have powerful damage prevention functions. (though again, RDM needs better spells to regard TP attacks.)
2. This wouldn't even be an augment if we had a spell that reduced the severity of TP attacks on the monster, we wouldn't need the burst healing you're asking for so loudly.
3. As far as poor game design, Cid. The poor game design was putting 20 jobs with the vast majority of them Damage Dealers with little other functionality. Placing your same bread and butter Healers in the game creates a very difficult job dynamic, instead of encouraging hybrid roles to accompanying more jobs.
And the more powerful you make the current jobs capable of healing, the harder that dynamic gets. You won't pick a Blue Mage over a Monk unless the monk cant' provide something you need, that a Blue Mage has. Same for every other Hybrid vs top tier damage dealer.
SE really pinned themselves hard in this situation because they're screwed either way. If they give Scholar and Red Mage the healing capacity people are asking for, the way they're asking for it, it will cause the same issues as it did in ToAU, hands down. And still, Hybrids and WHMs will lose out.
4. But if the player-base, stubborn as mules, will never invite 2 jobs to cover 3 roles if the split role is healing. Which really sucks for players who like playing hybrids.
5. I get the arguments for having more diversified healing base. But that sort of competition is unhealthy for the kind of jobs we have in this game. Instead we need to be upping the damage prevention utilities of more jobs, particularly RDM and SCH, to compensate.
For 'lighter duty' you shouldn't be needing cure V, and if we're to that point where we do, then for RDM specifically, it's our debuff and enhancing that needs a stronger looking at, NOT our Cure tier.
TL;DR?
Damage Prevention >>>>> Damage Recovery. We don't need stronger healers. We need stronger buffs and debuffs.