No, this just isn't true. Where did this idea of it being unique to FFXIV originate? Did no one play World of Warcraft?
We will ignore the 40-man and 24-man raids because in those instances you took only as many healers as needed, ever. And yes, that meant for some encounters you would take 7-8 healers, but if you only needed 5 then you would only take 5 healers and give the rest of the slots to DPS. Since there originally wasn't job-switching there was a lot of alternates and back-ups in your roster, and plenty of player rotation to keep things fair, and while this changed with "dual-speccing" in Lich King and reduced the need of a larger player roster the basic idea of having excess healers replaced with DPS (in this case respecced) didn't change. But let's not look at the larger raids and look at the 10-mans, and what we see is pretty much the same things as FFXIV.
Does anyone remember Zul'Aman bear runs, where your 10-man had to complete the instance in 45 minutes or less? For bosses and trash pulls that allowed it you had better believe one of the healers was dotting and DPSing as they were able. And good healers? If they could throw in some Smites or Shadow Word: Pain then they would. Tree druids may have been locked out from DPS by nature of their form (pun intended), and shamans had the unfortunate role of literally one-button spamming chain heal over and over ad infinim for at least one entire expansion, but if the ability to DPS was there then you took it, and that was honestly expected.
The only difference is that in FFXIV cleric stance "locks" you into a mode for 10 seconds, as this mechanic isn't really present in other games. Because it nerfs your heals you have to make the conscious decision of popping it on and off, and then you have to commit to that decision for the duration, and that can be an extra amount of stress as the fight doesn't wait for you to finish. It's understandable if you don't like the cleric stance cooldown, but it is implemented because Square-Enix wants healer DPS to incur some kind of cost (I guess?). Any damage a healer does is extra to cover for the failings of your DPS, just as it was in WoW and other MMOs, because that is what healers do--they carry the raid. Whether you're recovering someone from death, emergency healing a mechanic goof, or just making up for that DRG with Brink of Death's lessened DPS you are one of the pillars of the group and the more others can depend on you the better you are at your role.
And don't think this is unfair, as it's also the nature of the job. As a healer you do not have to focus on any rotation to speak of as all your abilities are reactive and "pop when needed" excluding one or two bonus proc effects, and this gives them a freedom other classes don't enjoy. As a DPS you often get complicated strings of abilities to repeat and usually quite a few buffs timers and proc abilities to micro manage. If you're a BLM you have Enochian, BRD/MCH's a ton of procs, and melee have to deal with positioning requirements. Healers don't get any of that, even if they do DPS, but instead play an entirely different game of reacting to health damage and proactively casting to mitigate mechanics. While this can be incredibly difficult in progression and ESPECIALLY if something goes wrong (because something always goes wrong), it also makes it much easier for healers to handle both mechanics and the occasional role-change during less taxing moments. You don't ask a healer to stone/miasma the liquid gaol in A3S because they're obviously busy, but since damage is low during discoid why not let them eat exploding yellow orbs?
Make the most out of your time, and keep active. You will not always be allowed to DPS, and sometimes you will have to focus purely on healing if for no other reason than mana requirements, and this is PERFECTLY FINE. Don't commit to Cleric Stance if you don't have at least that 10 second grace period. But if you do, and you KNOW you do, then by all means at least consider it. There is never a downside to helping your raid.


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