Quote Originally Posted by Coltvoyance View Post
But that's the thing, you can be a "pure" class and still have utility. The problem is that SE doesn't take the "pure" concept far enough. They stop at slightly bigger numbers. It never translates into exceptional new abilities. If my class has forgone any diversification in it's abilities and is built around doing ONE THING REALLY REALLY WELL, then I should be able to do things the other classes can't.
The issue with something like this is that in the healer role...

Everyone needs to be able to clear content.

So you can't make 1 job have more healing/more heal mechanics that make them able to bypass certain attacks from bosses or do some crazy things that for example, makes them much better at being able to solo heal encounters.

Since if you do that, then the other jobs become useless.

In the same vein, if you do dedicate all of a job's focus into "Healing" and niche things like raising, or being able to negate a tankbuster (Via cheat death mechanic) then you run into a problem where this utility is just not seen as worth it over other jobs who's focus gives them actual DPS gains.

Essentially, you get the RDM problem, where their utility is insta-raise capability. But, if people aren't dying (Also, aren't dying at a frequency where Healers/SMN can't keep up with Swiftcast CD's) then it's useless compared to taking another job that either deals more damage themselves, or has other damage increase utility for the party.

Like, at best, I can only imagine something like if there was a division between healing types such as Shield vs Regen or Tank vs Raid and thus a "Pure" Healer could then be able to flex between both roles, though even in this capacity, the "Pure" Healer would still need to bring something noteworthy in addition to this to allow it to compete with the other "Focused" Healers that can only do one role equally well but would likely have other benefits in their own right.