I've played one game that went further and added an impossible difficulty. The point was simply to see how much damage you could do before you lost, since the boss would 1 shot you with damage that was like, 100× your max hp.
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I'm sorry. You started the convo by replying to my post with your harsh and self-contradicting opinion. But when I provided valid counter points you resorted to "agree to disagree", accusing me for "hating to hate"? Can you even explain why you think any of my points are objectively wrong?
Quit the bullshit casual healbot mindset. You don't even know what you should be asking for. Healers can have full engaging healing AND a good DPS rotation with substantial damage. You're welcome to level with a BLM just to play WHM in artificially designed small instances but don't assume that is a popular opinion here.
Kinda wish they had more healer mechanics in this game that worked like old old FF, aka healing undead = damage. They definitely sprinkle it around here and there already in game but not nearly enough... lul
The Dragon Heads in Shinyru Extreme that needed to be healed was really fun. I would love to see more creative uses for our wealth of healing skills. Debuffs that require overhealing to be cleansed. NPC's that actually show up in the party list like a Chocobo. Teammates being turned Undead temporarily and being hurt by healing skills. Debuffs that increase our spell MP cost or remove the use of Abilites altogether. Healing could be much more engaging if they tried any number of gimmicks to push us to think more critically with our tools. They could even design encounters meant to be run with only 4 healers with a Duty Actions for Provoke. Tuning an encounter for that where we serve as triage on the battlefield for a large scale npc encounter would be nuts. Our kit could be fun if encounters were designed for it but alas healers are being given awkward shoes to fill instead.