Quote Originally Posted by Kazrah View Post
With that out of the way, it's also why I don't see the loss of damage spells on healers as "nerfs": it's just been shifted over to DPS and (to an extent) tanks so they can do their job so healers aren't absolutely required to pick up the slack of DPS while doing their intended main task. Yes, they can still throw some damage spells out, but it won't be a requirement, and I think that's a good thing for both healer mains and players who want to pick up healing.
Fine. Then why can't we get some buffs? They have been purging WHM of any buffs? We just lost protect-- permantently this time. The DPS classes have all the buffs. If the healers are going full support, shouldn't we be getting more buffs?

Encounters in the days of Everquest took a long time. I enjoyed healing and didn't mind sitting on my ass while medding because I knew that when I was out of the blue stuff, my party was dead and my job was to sit on my ass and make that blue bar go up as fast as I could. But games these days are far more fast paced. There's no need to sit and med anymore. I want to *DO* something rather than just sit and watch. Even in EQ if I had plenty of MP I would nuke and stun and such. I don't want my damage to be factored in when they design encounters or bosses-- but according to SE that's never happened anyway. It's the time limit that they enforce on the encounters that make the necessity for as much damage as possible to be dished out. If all you do is heal heal heal and you run out of time when the boss is at 1%, would you not feel bad that you didn't or couldn't help push that 1%?

If SE wants healers to heal, then they have to make some effort to give on that time limit. Either allow healers to extend it somehow, or remove it completely and design encounters to be more attrition based. That is the one and only way you are going to get the mindset of "Damage is King" out of the players' minds. But the way this game is designed, that's going to be very hard to do. Resources come back quickly in FFXIV, so attrition is harder to enforce on the party without going overboard and basically making it a virtual time limit in the first place.

From what I've heard at E3 on Titania normal, it's a stressful healing-intensive mess. SE wants to remove stress on the healers by making them concentrate on healing, but love to make lots of movement with spread out party members and lots of healing needed-- just the thing that stresses healers out. I've heard very few parties were able to clear Titania normal at E3 on the first day. Is that a good thing? *shrug* Did they die because the fight was too healing intensive? Maybe, maybe not. If they did, that's going to place blame on healers-- a class that gets a lot of that already. You think newbie healers are stressing about having to do some damage? Wait until they get into content like this. I don't think it's going to be pretty.