Quote Originally Posted by TonberiScholar View Post
Engaging Job gameplay is a type of "content" too, and it's one Healer players have been more and more removed from with each expansion.

Their solution to adding new things for Healers is simply to throw more redundant Green Sledgehammer buttons at us while taking away DPS options to make room for them.

They don't "get" how to make engaging Healer jobs because their vision of them is basically a glorified Trust system that exists to make the Jobs they actually put effort and resources into have better queue times.

That doesn't leave me hopeful for the "future".
Technically, everything is "content". So that's a nice and easy way to completely sidestep my point. Go clear Ghimlyt 40 times with any engaging job of your choosing, then tell me it's not a chore - the DPS players are not having fun in that content either.

I find it silly when you (and other people here) say developers don't "get" how to make engaging Healer jobs, as if you do. It's simply the case of you not liking the changes - they know what they're doing and they're doing it deliberately.

You posted a lengthy rework above and it's a clear example of you not "getting" it either, by your own standard. I understand it's not something you've thought about for weeks, but none of your suggestions fix anything or change anything fundamentally. Downtime will still exist in the same way as it does now. This:

Quote Originally Posted by TonberiScholar View Post
Then make Savage require more of your oGCD pool than you "have", at base.

[...]

Then, for Extreme/Savage/Ultimate, bump up the amount of needed oGCD heals beyond what you can cover with your "standard" allotment, so you have to use your Job mechanics/GCD-cast things to recharge them quicker.
Can be done with what we have now. Your "standard" allotment has no clear definition and can't be a thing - because the amount of healing you need is variable depending on your party.

The content is designed to be fun for a few clears - it is simply not designed to be fun in your 100th run. Once you've learned the entire encounter, it's a chore. No job design will change this.