Quote Originally Posted by Saefinn View Post
Now, I realise there's also this "healers are healers not DPS" rhethoric, but the following needs to be taken into consideration:
- This game was designed to favour healers DPSing. It has been a part of its design since the beginning. It's hinted in lore, in quests, in instructions etc.
- Your performance is purely measured around your overall rDPS regardless of your role because the objective of the fight is to get your enemy's HP to 0 in the quickest time, which is then further enforced by DPS checks, enrage timers and the ability to skip certain mechanics based on good DPS. Healing if anything counts as a contributor to rDPS because a dead DPS isn't doing DPS. ​
- Final Fantasy games have often given healing jobs/characters more to do than just heal. They sometimes embrace making hybrids. So if anything it works for an FF MMO, just as it did in FFXI
- The game is scripted and therefore predictable, it means healers can optimise their healing to a level where they've got a lot of room to DPS and don't have to keep people topped off constantly just in case they need to take damage and it makes sense for healers to have something else to do.
I didn't say healers shouldn't dps. I said that healers shouldn't be forced into a dps rotation that will punish them for stopping said rotation in order to heal.

As you've said, this game emphasizes everyone on the team dealing damage. I also understand and agree that when there's no healing to be done, a healer should be using their damaging abilities. What I don't agree with is what I see all the time on these forums is people asking for way too many abilities than are necessary for a healer to have. You don't need a 14 button dps rotation as a healer. Sure, give us a standard 3 button combo, and maybe an "alternate" finisher. (One applies a debuff/DoT, the other is a harder hitting finisher)

But I see people asking for what is essentially a Dragoon style dps combo system. And that would; in my opinion; ruin healing in this game. This game's strategy already seems to be "If you have to use a GCD, heavily consider not using it because you'll waste 300 potency of damage". So having a massive dps combo that; if stopped to throw out a heal might either break the combo, or disrupt your CD window, would cause this to be an even larger issue.

So, the whole "knowing that you might be a little bored during the healing downtime" line isn't me saying "Healers are healers, not dps. You shouldn't be dealing damage".

It's me saying "You're not a dps, and therefore are't going to have a massive 2 minute rotation to keep yourself busy. Your damage "rotation" is going to be significantly more simple, and therefore boring."