"It's not griefing! We're from the ministry of healer engagement, and we're here to help!"
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The last time we had that was with the HW-SB AST. Which would throw out cards that could grant damage resistance, MP recovery, TP recovery, increased attack/cast speed, increased crit rate, or a general increased damage output. AST could also extend the length of the buffs and could even stun enemies.
That system was reworked with this expansion. AST can only throw out low general damage increases.
Personally, I'm in the camp of wanting to DPS when I heal. Being able to DPS and keep the team alive and thriving is essentially what separates the good healers from the bad ones, or at least the ones who are learning. That being said, I like that there's more healing pressure in 5.0 content so far and would love to see that tread continue. I want to DPS, and I want that DPS to be fun and engaging, but I don't need it to be my most used set of tools.
That out of the way, I do think it is entirely possible for the healers to be designed in a way that allows them to contribute to DPS (either directly or through padding) through their healing tools.
White Mage's Afflatus Misery is a simple example of this concept, particularly when AoEing enemies where burning lilies to heal your allies, even if you have oGCD heals to burn is more beneficial for DPS than spamming Holy. It would be nice if this were extended to single-target as well so that against raid bosses, Afflatus Misery was less of DPS forgiveness and more just a raw, highly desired spell you want to get ASAP. But it can become even more complex than that if we really wanted to.
Here's an example of what I mean, and keep in mind I'm making a very extreme suggestion that I don't imply should literally be done, but just to explain an idea.
Let's pretend we're redesigning White Mage from the ground up for a second, and in this iteration, there will be no Stone, Aero, Glare, Dia, Holy, etc... Instead, every time your healing spells overheal an ally, they grow a lily in a way similar to a confession stack. Just like Afflatus Misery's blood lily, you need to do this 3 times before the flower is fully nourished. When you've fully nourished a flower on an ally, that flower explodes for AoE damage against any enemies around them. Now, all your damage would come from spamming healing. Again, I don't mean this is literally what WHM should do exclusively, but there are ways to creatively design DPS contribution through healing. I think what is important is that rather than just spamming heals for damage, in practice it should be more meaningful application of healing.
I think the problem stems from the fact that the designers don't play healer, and they're a little afraid to do something creative and risky. Think about it. Since Heavensward, everything they've tried to do with the healers has always been met with criticism. I totally understand why they tried to go the safe route and homogenize and simplify everything.
A lot of the time your party doesn't need any healing. So when no healing is needed and you also don't want to dps, what exactly are you doing? Making emotes or doing dances don't help your team.
(And pure healing means "no shield healing", it does NOT mean only heal and don't dps)
This is true. Incoming damage comes in bursts. Tank busters have a long cast time giving healers and tanks plenty of notice to react. Unavoidable party wide attacks also have a long cast time, giving healers plenty of time to prepare. Danger zones tend to give plenty of time to avoid entirely and is less a healing problem and more a positional one. Boss auto attacks tend to be slow and relatively weak.
All this adds up to massive amounts of downtime with a few occasional moments of healing.
The only way to make healing itself more of a challenge, minimizing downtime without excessively overhealing, would be to design fights with more sporadic, higher amounts of incoming damage, in a far less predictable and far more frequent way. That's what you call a healer fight, one where the main challenge of the fight is staying alive and keeping everyone healthy. Throw in a few avoidable mechanics to keep tanks and dps busy, and you have yourself a fight that isn't boring for the tanks and dps, while being more focused on keeping the healer busy and testing his ability to manage their mana usage, healing cooldowns and coordination with the other healer.
Healers that don't DPS, don't make any effort to DPS, and only utilize 1/3 of their kit (or less) should be considered Third Class Citizens and have to pay an exorbitant gil penalty to each party member that is forced to suffer alongside their miserable presence.
Here's your reply OP.
when I keep telling that healer should heal not dps ppls tell im trolling ...
and yes im dpsing while I can ...
Healers should dps during downtime, this is true.
The irony of your statement, though, is that a lot of healers only use 1/3rd of their kit or less, except for the opposite reason: They use their DPS tools and barely touch their healing stuff. Not that I can blame them, for the reasons I said in my previous post.
Or maybe can we just push the damage receive to so much higher that we will spend 80% of our time healing and the rest dodging mechanics.