Quote Originally Posted by Tharne View Post
Looks like almost every FF games has poorly designed healing then.
There is only one other FF MMO out there and it is a Horizontal progression game which fundamental differences in design and balance. I am comparing FF14 to other MMOs. Apples with apples rather than apples with Melons. FF14's heals are stupidly powerful. A party wide HoT with high potency that lasts for half a minute? No wonder I have to do so little healing.

Quote Originally Posted by Tharne View Post
If they had mechanics on healing AND on damage then they would not be a healer but a complete hybrid class. That's why the dps "rotation" as a healer is really easy because that's not their primary role. The challenge comes from knowing where and when you can dish out some easy damage while keeping everyone alive.
If they have to spend that much uptime dpsing then they are being put into the role of a hybrid class. That is my point. If I spend more time dpsing in a fight than I do actively healing then I am literally already playing the role of a support dps without the role being designed for it.

If they want to have healers in a role where they are dpsing a lot give them some synergy with their dps skills. Otherwise create engaging healers gameplay. Otherwise all the fancy healing spells and Job mechanics are almost completely wasted. Why would I care about new shiny healing abilities if I am not going to be using them most of the time and when I do I already have a healthy selection of powerful heals to pick from? Why remove the one mechanic which actually made dpsing as a healer require even the most mediocre amount of mental effort? With Cleric stance removed there is no challenge because dealing out easy damage is perfectly safe.