So I've finally managed to get my feelings on this matter fairly organized. As I mentioned in the title, this is an opinion piece, so at times I don't mince my words (there's nothing rule-breaking though)!
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I don't like the changes to AST. But frankly, I don't like most changes in most MMOs. I have what seems to be a very unusual opinion on game balance. The problem with FF14 (and almost every other MMO in existence) is that they balance around algorithms rather than taking situation into account. Most MMO developers these days also listen to their playerbase far too much, to the point that it is actually becoming a detriment, because your average gamer does not have a Masters degree in game design. Player feedback is usually not about what is actually good for the game. It's about what the players want. And those two things are not mutually inclusive.
So since the vast majority of gamers are material-minded and are completely obsessed with speed and maximum DPS potential and potency, the developers continually make changes to satisfy those players. Unfortunately, most developers tend to do this poorly: they seem to equate player happiness with the game's mechanical health, which is poor design. Yes, it's important to satisfy the players, but it's also important to not reduce the entire game to nothing but algorithms, the way the DPS worshippers do.
What games need to be genuinely unique and interesting are job mechanics that cannot simply be classed into "viable" and "not viable" for DPS. These are mechanics that are situational and allow the player to have a huge impact if used in creative ways. They're mechanics whose power is mainly (or entirely) in the hands of the player using them.
For DPS jobs, it's harder to make these sorts of skills, and not as important either, since DPS classes do actually revolve around maximizing DPS. But tanks and healers are different. Especially healers. Healer jobs are the only jobs that actually deal with unscripted situations on a regular basis. This is because, unlike DPS and Tanks, their targets are not AI; their targets are their allies, who are human. So, healer kits need much more focus on being able to adapt to unpredictable situations as they appear. Situational skills are paramount. As far as I'm concerned, the healer's job is keeping their allies alive, first and foremost. DPS is something that healers should only be concerned with when there is no risk of allied deaths.
However, most of the playerbase is still hopelessly obsessed with DPS on healers, even healer mains. And I don't just mean healers casting DPS spells. I also mean healers obsessing over buffing the DPS of their party members. Most healers will blame the party for wipes, "because they were the ones who got hit 10 times in a row, so it's not my fault!" But that is just pathetic, in my opinion. Yes, the players got hit. Maybe even they got hit a lot. But guess what! Being prepared to keep those players alive despite them getting hit is your job, healers! If you just derp around assuming that your allies will never get hit, always holding and fishing for Balance cards or using your cooldowns to increase your DPS indirectly by reducing your MP usage or speeding up your healing to give you more time to DPS, then it's your fault if you don't have your cooldowns up or enough MP and your party member dies as a result. Of course, it's a judgment call on the part of the healer whether they can afford to spare their cooldowns for DPS. If the party is top notch and rarely gets hit, then the healer might feel safe using those cooldowns for DPS. However, in that case it's still the healer's fault if a party member dies because one of their spells was on cooldown!
This is why I am upset by the changes to Spear. They took one of AST's best disaster-preparedness skills and turned it into yet another pointless DPS tool. Most players, even healer mains, seem to be happy about this, but as far as I'm concerned, 99% of the playerbase doesn't understand that there are two sides to healing. Healing is not about exclusively putting party empowerment before survival - that's what "offensive support" classes are for (and FF14 doesn't have any pure support classes, though Off-healers could be considered as such). Healing is also about making sure your party stays alive, no matter how many mistakes your party members make. If a party member dies and you had the cooldowns to save him/her (or could have had them if you hadn't used them for DPS earlier, or had used Spear to reduce their cooldowns), then it's your fault. It's only the party member's fault when you, as a healer, literally cannot save him/her because you had to use your cooldowns to save other people earlier (not to DPS).
This is how I manage stuff like 4-man Royal Menagerie and other nutty stuff, even in parties that aren't flawless. Sure, if my party played flawlessly and never got hit, I might blow a few cooldowns to enhance my DPS a bit. If my party is that good, I can rely on them to almost never get hit. But I almost never encounter parties that good. Even in the 4-man RM parties that cleared, where every member knew the fight really well, people still got hit a bit. And when doing that sort of challenge run, if someone gets hit it often means the healer has to blow a cooldown just to save them. There are even harder challenges out there. Challenges so intense that the healer is forced to use every cooldown just to sustain the party through the unavoidable raid damage, and if a player takes a single avoidable hit, the healer probably won't be able to compensate. For those types of challenges, the removal of Spear's -20% cooldown reduction could potentially have made the challenge impossible to complete. Content effectively got deleted as a result of that change. And what was the change for? For the sake of nothing but clearing a battle 20 seconds faster.
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For the sake of not repeating the same issues, I'll put any determined differences of opinion here:
1. Responsibilities
The common belief is each player is wholly responsible for his or her own death. The healer does not have a responsibility to carry players who take avoidable damage. The healer is only responsible for sustaining through each battle's minimum, unavoidable damage output. As a result, a good healer should map out their cooldown usage to the scripted fight choreography in such a way as to maximize party DPS. This is how healer cooldowns are meant to be used. Any players who repeatedly detract from this ideal choreography should be booted; the healers should remain able to sustain any player errors without resorting to cooldowns. The ultimate goal is to clear the fight as quickly as possible.
My belief is that each player bears some responsibility for his or her own death. However, the healer also has a responsibility to keep the party alive regardless of how often players take avoidable damage. Players taking avoidable damage changes the fight from scripted healing to unpredictable healing. A good healer should ensure that they have the proper tools available to deal with any unpredictable situations. The healer only contributes to party DPS when they feel there is negligible risk in doing so. Every player deserves to participate, so booting is reserved for trolls/permanent disconnects only. The ultimate goal is to ensure that the fight clears, with speed as a sub-goal only.