
Originally Posted by
BillyKaplan
What if they made healing more engaging for healers...?
I have to agree with this one. All of OP's suggestions involved adding more power to healers, which would only increase the downtime of healers and make them even closer to being just support dps. Healers need to be less powerful, not more. A BLM has to use skills to have access to Fire IV and Foul, a SMN has to use skills for Bane and Fester to do anything and a RDM has to work to use Verflare too. And healers just get to use their most powerful moves whenever? We already get encounters with crazy spiky damage because healers have crazy tools to counter almost everything. The encounters wouldn't have to have such spiky damage to keep healers engaged if they had anything resembling a healing rotation.
I want to see the actual healing rotations become more involving in the sense that performing basic actions would unlock the more powerful actions which are necessary to deal with damage mechanics, instead of those skills being ready to use whenever. For example: Cure III, Medica and Medica II only hit party members who have Regen on them, and the MP cost and potency of Regen are reduced to compensate for this change. Another example: instead of reducing cooldowns, Lilies would increase the potencies of Medica, Medica II, Assize and Cure III up to what they are now and without Lilies those skills would not heal much.
Combining both of my suggestions would lead to the healer being very busy with healing in order to survive some mechanics. If encounters had some form of persistent damage aside from boss auto attacks, then continuously healing the party with single target heals would feel more satisfying because the healing wouldn't be wasted. It is possible to add dps spells to mix as well and perhaps create a new healer whose dps spells enhance its healing.
Maybe this is more fitting for the unpopular opinion thread... oh well.