It's pretty unfortunate to me that instead of adding back more DPS actions to Scholar (but also for other jobs too honestly) for reasons already stated earlier in these forums, those concerns seem to have been ignored in favor of adding a Super Peloton ability that, while not necessarily a bad thing, wasn't nearly as widely asked for.
Right now, there appears to be a subjective playstyle by some healer designer to heal extremely frequently, one that I feel is also unfairly (and not successfully) being enforced onto players who like balancing DPS and healing capabilities; I haven't seen this level of intended restrictions applied to tanks or DPS jobs, and that's what I personally perceive. Players and developers won't always have a shared playstyle preference, but that's not the fault of the players and shouldn't lead to said players feeling punished or repeatedly ignored.
The problem, as many have stated, is that many encounters rarely need continuous healing, instead just having some intermittent healing checks or players frequently being close to full HP, and it's not efficient to constantly heal people every time they get a papercut when it's more productive to contribute damage toward the enemy in many cases.
Regardless of which is more wanted, one of two changes needs to happen:Simply lowering how many DPS actions that a healer has, or lowering the potency of Energy Drain, isn't alone going to convince them to do unnecessary healing more; it's just going to make the frequent attacks much more repetitive.
- Battles need to be generally redesigned to justify more continuous healing. (This seems harder.)
- More DPS action variety needs to be added so that healers don't get bored using the same two or so actions almost nonstop for a large majority of a fight. Pushing a button once every two minutes for a short-term debuff isn't significant enough to change this either.
Sincerely, a green DPS who has been reluctant to play as a healer for a while now... Sage may change that though.