Originally Posted by
Renathras
It's not fun to everyone.
Because some people will not be happy unless they have a full on DPS rotation. And considering some people won't be happy WITH one, we're at an impasse. Hence 4 Healers Model as the solution.
It's a complicated problem, but that's my point: More damage buttons isn't the solution. It doesn't solve the problem. At best, it papers over it and kicks the can down the road, but with a very real risk of making it far worse.
This I could not agree with more.
That's why I say the solution has to be holistic.
Encounter design, Job design (4 Healers Model), diversifying the healer Jobs so they aren't so similar to one another, etc. The ultimate solution requires a lot of work and effort.
I think encounter design is the biggest of these, since it limits everything else. Body checks and pass/fail mechanics mean the only kind of healing that makes sense is lots of quick burst healing and/or "anything that fills the party to 100% over the next 30 seconds", neither of which make for good gameplay longevity or Job design directions. Once that sacred beast can be tackled, however, then the door is open to actually fixing things across the board. The healer heal kits are already diverse, so half the work is done there. And for damage kits, between healers now
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