With how powerful healing is relative to HP pools and how much HPS can be put out, they're somewhat stuck. Intense healing requirement for any significant length of time would require putting out oodles and oddles of damage and the party would be constantly yo-yoing between full and near death.
I almost wish they'd nerf healing potency across the board to give some more options in terms of what they can do to actually threaten a group damage wise, but that ship has sailed for Stormblood. (MP management has similar problems, mostly in that in a lot of content it doesn't particularly exist. That's why just skipping Cure and going straight to Cure 2 is the standard thing at 70. The GCD is more valuable than the MP.)
I think a fair bit of the playerbase would be happy if healing required spending most of your time healing, rather than DPSing. But that goes back to the issue of you can heal everyone to full in five seconds, so unless people are taking massive damage every 5 seconds you're back to having not enough healing to do.Though if they take that route, the majority of the player base will then complain that healing is too difficult, and they probably had to take stress leave from work. So unfortunately it doesn't seem to be a winning situation for anybody. Unless Yoshi P can stick with 'git gud' and not succumb to every casual complaint. Example: I loved Cleric Stance the way it was pre 4.0, and it's a mechanic of the role that I miss the most. But I literally only saw maybe 3 other healers on this entire forum actually agree with me. Everyone wants easy mode, so that's what we're stuck with.
Cleric stance, though? That can stay dead. That was just a clunky, error prone buff management thing. It was really great at catching newbies on an encounter they don't know that well by pushing it at the wrong time and not being able to heal, but I IMO "memorize when you can push the button that cripples your healing and makes your DPS spells actually work" is adding a whole lot of value.



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