You really need to have an idea of how healers actually heal at endgame to start talking about healer balance.
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You really need to have an idea of how healers actually heal at endgame to start talking about healer balance.
To be honest, I think I can agree with the original poster that it's not fun playing a buffing class in such a straightforward, binary way. AST as a whole is plagued with godawful design issues, both from buffs and from actual healing design, which devastates me because I love its theme, aesthetic, and accompanying gear/graphics.
I'm of the opinion that Balance should be changed to Direct Hit. I don't think any healers should have a straight up damage buff, it's way too valuable. And it makes sense anyway, AST has every other stat buff, Direct Hit would round it out.
Of course I wouldn't be surprised if they did something stupid like kept balance while also moving DH to Spire now that TP is gone. They're going to do this, aren't they?......
Technically, one shouldn't balance around them. However balance itself is an illusion - at least to high-end raiders. Because as you and others have said, it all boils down to DPS. The devs could come up with the most creative and amazingly fun-to-play skillset in the game, and the high-end raiders would just dissect it all over again, then simplify it to whatever mathematically results in the highest DPS. The complaints would then start all over again - that the system isn't fun or balanced because we only ever use X for Y and A for B.
I don't deny the math. Personally, I believe that the math isn't always right. Or at least, people don't always take everything into account when doing the calculations. The math is based on things that are quantifiable. My feeling is that the unquantifiable things, like positioning and relative travel time are significant enough that they may make a difference.
But then, ultimately my priorities aren't the same. I care about DPS, but place more value on patterns, routine, and engaging with raids like dances or musical performances, rather than as math problems.
Come to think of it, I think a better way to analyze the effectiveness of various rotations would be to do what drop rate guides do in games like RuneScape - use samples of kill numbers compared to drop numbers. People put in how many monsters they killed and what they got to create an average drop rate.
Obviously this doesn't work properly for FFXIV. In order for it to work, you'd need to sample people who are undeniably using the same rotation. Then look at the differences that appear between players based on factors other than that rotation. One could keep reducing what is included to find percentages of what makes how much difference.