
Originally Posted by
loreleidiangelo
I won't comment on the "I like not just being a raid frames heal bot", because honestly, that's a subjective thing and I could make the argument that that's EXACTLY the kind of playstyle I like and neither of us would be wrong. I guess the clearly defining aspect here is that one playstyle seems more in line with what the healer role IS, whereas the other seems more like a hybrid design and in a trinity game like this one that's making for some VERY uncomfortable balance issues ATM. (I mean...the devs STILL think that buffing Astrologian's shields are what will make them competitive with SCH, lol.)
I'm sure people are tired of the WoW comparisons, but here's how my healing is scaling currently in that game: basic heal (Healing Wave/Surge on my Restoration Shaman) heals for about 10% of a tank's overall HP value (about 15-20% on a DPS). Note that in WoW, there IS no "basic heal II" equivalent - this would be like FFXIV healers only having Cure/Benefic. My AOE healing spell, which doesn't even hit all the players in a raid, is scaled about the same. I have a re-raise on myself only that I can use once every 30 minutes. I have no other form of in-combat resurrection. I have one big raid-wide heal that heals for about 30% of everyone's HP, assuming they're in range...this move is on a THREE-MINUTE cooldown. I have a move similar to Diurnal Aspected Benefic, a front-loaded small heal with a fairly decent HoT component; 9-second cooldown (this makes sense, you don't spam A.Bene in Diurnal Sect either). I have another 30-second cooldown HoT, as well as a VERY small-radii ground-target HoT that obviously only effects players if they stand in it. This HoT actually has a cooldown as long as its duration, which is unusual in WoW, but it's not very powerful (about 5% of tank HP, and 10% of DPS HP). Lastly, thanks to my artifact weapon (which is something only JUST added with Legion), I have a ground-target AOE heal that heals for about 5% of a tank's HP and about 10-15% of a DPS's HP, on a 45-second cooldown. Note that no healing class in World of Warcraft has a blanket throughput boost in the vein of Divine Seal, Synastry, Fey Illumination, unless MW Monks do because they're the only healer I haven't played. I HAVE a throughput boost, called Cloudburst Totem, that stores all the healing I do during the 8 seconds that it's up, and explodes after the duration to heal the party for 20% of the total healing it stored, but there's nothing scaled as obviously high as XIV's 30% healing-up buffs. (Cloudburst is maybe a 10%-20% raidwide heal, if you go absolutely HAM on the AOE heal spam during it, which will tank your mana really fast.)
The end result of a.) this particular heal scaling, and b.) the amount of recovery moves that are restricted to cooldowns actually means that bolstering raid-wide HP after an unavoidable damage blast (like Ursoc's Cacophony in Emerald Nightmare, the current WoW raid out ATM) is actually a multi-GCD affair, and requires ALL the healers in the raid to assist, because shortly after his Cacophony the boss will actually do a charge similar to Imdugud's charge in T10 and everyone needs to be topped off for that (it hits for about half of everyone's HP in the soak group). Meanwhile, the main tank is getting his face shredded by the boss itself right after Cacophony, so your primary tank/single-target healer needs to be on the ball to get the MT topped back off so he doesn't die right after.
I guess this sounds awful to some people, and I feel like my explanation isn't really doing it justice, but I guess what I'm trying to say is that I actually have to WORK to get those HP bars back up in WoW, whereas in FFXIV any sort of damage like that is completely trivialized by Medica II/Indom/Helios-Medica spam, and as a result of that, when it takes maybe 2 globals from a single healer, or 1 global from both healers IF that to get party HP above comfortable levels, healers are just kinda left twiddling their thumbs in this game. As I said in my original post, this is great for people who struggle to juggle their UI and healing buttons...extremely boring for people who are veteran healers who thus have to fill the time with spamming the same 3-4 DPS spells.
I mean, if I were to be frank, I think the only way the devs really COULD adjust the meta is by scaling down how much HP tanks have (requiring them to use their mitigation/tank stances more) and how much of the HP bar healer spells actually refill (requiring more globals to get parties out of the "danger zone", so to speak), because anything other than that is serious ability/mechanical reworks and I doubt they have the patience or the budget to bother with that. On the other hand, I don't think the devs actually THINK their meta is broken (see: baffling adjustments to Noct AST), so realistically what will happen is absolutely nothing and future healing jobs will always be funneled into this "WHM-type or SCH-type" pipeline. (Future tank jobs funneled into the "DOES IT HAVE FELL CLEAVE OR NO" pipeline, lol.)