Quote Originally Posted by Fyce View Post
It's not a design mistake, it's completly deliberate. FFXIV is designed in a way that once a healer's job becomes easy enough (being because of gear, good party member or good healer), then downtime is supposed to be filled with damage skills. That's just how it is.
Therein lies the problem because the devs cry foul at our expectations for healer DPS yet cannot appreciate why such expectations exist. The same applies to tanks doing mass pulls, which we know the devs are less than fond of. When content is tuned this easy, people push the limits. I don't even do mass pulls for speed, I do them to feel like a tank since anything less than six mobs means I may as well delete my cooldowns. I'll certainly have no need of them. Frankly, I would argue it is a design flaw due to the devs desire to bridge the skill gap. They have made around about amendments, which I do like, but have missed this game's lack of difficulty contributes significantly to that skill gap. When players can clear content with gear a year out of date, what incentive do they have to improve? There is no sense of urgency; no need to progress. So when they attempt Savage, it utterly demolishes them since the normal mode equivalent barely requires five people.