We have 80 levels before end game content. Maybe SE should focus on the leveling process and how it teaches players to heal if we are to raise the skill floor.But with the current encounter design it would also significantly raise the healing skill floor. For most skilled healers bored of spamming Glare/Broil III/Malefic IV this would be amazing, but it would put off and frustrate newcomers to the role. There are far fewer tank and DPS checks that there are healer checks.
At the moment, healing barely changes from level 30 to 80.
There is the option of raising the skill ceiling without raising the skill floor. Most of my suggestions in the forum thus far have been with that aim.
What frustrates me is they could have handled this problem by introducing a 4th healer. Sure balance would have been an issue, but it is already an issue and I doubt that will change, we've lived with years of balance issues.
Take the current healer design philosophy of it being easier to learn and accessible and put that into a new healer. Those who praise the healing changes would have had a job they could go "finally a healer we can get behind" without all those who were satisfied with a higher skill floor being negatively impacted. I'd argue bring in an evolution of ARR and HW design philosophies for existing healers and make a new healer to satisfy the current design philosophy.
This is the beauty of having a job where multiple jobs can fill the same role. You can create variety to satisfy different playstyles and appeal to different approaches different people enjoy and create vastly different identities and also satisfy different skill levels.
We had it with healers. We had it with tanks and we've good it with DPS and I don't think it's an approach that's failed us, they just needed a Red Mage of the healer world, that's smooth and simple to play. Maybe similar to White Mage's current design as it is currently the best designed out of the 3 at the moment and would mean we could revert to an earlier design approach for White Mage itself. With that in mind, "Devout" could have been compatible with those design philosophies.
But you are right too in that the game could be better at teaching people to play their jobs. ARR was well designed IMO in this respect because your spells trickled in appropriately to learn in the dungeons you're put in and as it was at this point I was a new healer to the game, I found the healer checks at certain milestones helped me learn to get better.
Job complexity is not always the reason why something is harder for a newbie to access but how they're eased into it.
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