I never said that the three current healers are irredeemable, nor would Dancer be unsalvageable.
My apologies; I misread your tone. I misread how you positioned Dancer as working to redeem the Healer role, with no mention of what other changes it could bring forward in the existing classes -- who still compose the majority of the central issues, as those changes being unlikely or irrelevant.
Just look at bard whose gameplay changed completely (though around similar notion) going into Stormblood.
I don't mean to nitpick, especially this late on, but it did change
further from its initial, and more traditional, role. Until Stormblood, both lore and toolkit worked to make Bard characteristically supportive, especially against fights of attrition. That support came at a cost, but was its raison d'être. With Stormblood, however, these became without cost, and access to the skills far more limited, to the point that most of its output are now equivalent only to that of Trick Attack, with a cleanse, external Convalescence, and a raid mitigation tool replacing Ninja's enmity tools. While Refresh and Tactician do provide the same benefits, and in a more streamlined manner, than the old Mage's Ballad or Paeon, for instance, that decreased access and loss of penalties (even relative ones, such as a mere mana cost detracting from Foe Requiem) made those tools feel and function more like indirect damage contribution than situation-dependent support. It no longer feels like we're adapting to the fight; instead, Tactician is used primarily for opening threat reduction, add threat reduction, or upon physical DPS resurrection, and Refresh on CD.
While the song-flavor added interesting mechanics to the pure damage-dealing aspect of Bard, everything else actually fell further towards the template. Gameplay can change. But can it change in a way that offers
greater identity, rather than even less? It
can, of course, but we've just no historical example of that occurring here.
Yoshida and his team simply don't see the problem, so them making a healer that does not repeat the errors is only possible due to outside effects. Like...a class that just doesn't match their regular template.
This is something I've largely missed. The issues are so clear to us here that I forget time and time again that one can actually fail to see them when looking only at balance feedback and the like. I think I may obsess more than you might over a lack of greater vision wanted for the game (I see the base vision as likely too shallow and the implementation as often uncommitted with corrections, and while I like that they do eventually react to feedback, I don't feel like they ever incorporate that back into the wider vision), I think we can agree that there's an issue there. I'm not sure if it's best described as a blind-spot or just poor fidelity, or even kind of like a computer trying to recognize an image of a cat and calling it something else just because it pixel-tests unlike any other cat, but there is an issue, and maybe Dancer and jobs like it could reveal it or at least give some more clarity.
They need a Dancer, I'll agree. And if they're willing and able to shake things up, then Dancer as a healer offers even more. You're right. But. But, I don't want to see it implemented as what is still, conceptually, a rough draft. I don't want to see a Dancer that hasn't first had a chance, unseen to us, to shake up how the existing, mostly homogeneous healers work together before being worked itself. If that means delaying it until 6.0, I'm fine with that. I want the work to occur as soon as possible. But I'd be fine with it not having an obvious face just yet; just getting an actual glimpse into their vision in the interviews explaining why X job was delayed may in a way be more reassuring than getting that job in time if it wasn't well attached to the lore to begin with and they've made no improvements in that regard. (Honestly, does Ishgard have
any special significance to Dark Knights or Ala Mhigo to Red Mages? Even with Samurai hailing from Doma, the connection is not made compelling.)
They have made numerous philosophies "clear" only to change them.
Restrictions, yes. Originally, glamours were "technically impossible" in PvP. They were dead certain, and we should have just
stopped asking. I think someone here has a running tally on the things Yoshida has said would never come, due to technical limitations, or were not worth implementing, due to technical limitations, only for them to later be added.
Philosophies, though? Rarely.
Only when a design has failed due to execution/implementation and the team chooses instead to address it as a conceptual failure they could not save regardless do we see a real repeal or reversal of ideas, and even then those rarely take on a new vision: they are merely the opposite, in some strict regard, of what came before. Fatigue was done badly, so <giving bonus experience rates for each and every job, that dwindles to a low base rate only when tunneling into a particular job, contrary to design goals> must be conceptually wrong. The "build your own job" concept was done poorly, so we must make classes as barebones in customization as possible, and give back jobs -- also with nearly no customization. The Black Shroud was too labyrinthine, so rather than allowing for climbing, we'll replace it with generic dusty forests, leaving only a small portion recognizable. The Stamina bar was too complicated, so we'll get rid of it and replace it with TP, a new version that varies only between able to do things at 100% potency or not being able to do things at all. The SCH/SMN bridge was done badly, so therefore any and all split jobs must be fundamentally bad design.
I word these snarkily, but the majority of our significant changes do follow a strawmanned scapegoat-and-oppose playbook, or "poisoning the chalice" as British friends have called it. Short of that, we've seen no real change in philosophy, let alone a stated one, but just a graduated descent that still seems to fall within an unstirred vision.
/rant
It's a clear and simple cause and effect principle. However you completely miss a very crucial step. Development. You go straight from "no dancer" to "dancer" by skipping the "dancer development".
You're totally right. I had not made clear, or even made mention of, any of the steps between. That development would be crucial. I just worry about any kind of development that would become visible to us before it's actually finished (barring, of course, the use of a Public Test Server -- which I'd very much like, if it was actually put up soon enough to offer real feedback, rather than just as placation). If we see Dancer while the game still needs what Dancer has done for the workshop behind the game... then we're getting something half-done. To us, there
shouldn't be anything between, because once set, it's unlikely we'll see change until a larger movement has sweeps over everything -- you get job integrity and you get job integrity! -- which, if Dancer is already done and (in this case) gone, we won't get. Well, unless there's another job that can offer an equal challenge? Maybe BLU? I'd imagine BST would do wonders for straightening out position (not relative, as per Flank and Rear, but hitbox placement) detection and NPC responsiveness.
Anyways, I'm really sorry I caused so much of this to get out of hand because I'm bad at explaining things. And thank you for sticking with me for a bit longer despite that and my defensiveness.