2.x and 3.x are times when we did not have the problem people are complaining about and we don't really get why they'd scrap things that worked and people liked. I mean, we could have an evolution of 2.0 and 3.0 design.
With that said, I think if they replaced it with something else that addresses the issue then this complaint would be alleviated. I mean, I've long compromised on my preferred heal vision and a lot of the suggestions I've made have been with current healer design in mind. In fact, there are things in SGE's kit that are similar to suggestions I made for SCH, hence my cautious optimism for SGE (it does it to a lesser extent than my suggestion did)
The reason I separate into 2 camps is because those are the two prevailing argument types I see about healer design. Yes, there are "healing only" arguments made, there are people who say they'd rather not focus on DPS but focus on healing overall and we've seen the argument a lot "healers are healers not DPS". And if that is the argument people want to make, the problem is, we have a big chunk where we're not healing, so it's not like that approach is being satisfied.
Then you have the people who argue that healers shouldn't just heal, which I know I fall into. Though I will stress for me that's from a design point of view and not prescriptive on how people play it, because the idea of a low skill floor is that people aren't required to.
Then of course there's different arguments and nuances and variations within them and even some bleed.
As for the type of healers out there, yes, I agree there's variation across the board and if you'll notice I've been a huge advocate for low skill floor, high skill ceiling approaches because I feel that accommodates the most people. It keeps them accessible and it keeps others from being bored.
Yes, I know they're a different role and that's why I gave an actual rotation in my example because I think if they gave a DPS the same treatment, it'd not be a single button spam. It was intentional to use another role because what I was illustrating was what it'd be like if they applied the same "strip down" approach to other roles, they would become unfulfilling and people would complain and on a healer there's a huge chunk of the role that feels stripped down because it's what we're doing most of the time. It is by no means an attempt to compare a healer rotation to a DPS rotation. But it is considered a design flaw because the design philosophy is about engaging people through job design and mechanics design, hence a single button spam is so underwhelming here, where as in another game it might not be.
If the devs don't care about the 1 button smash gripes, then yes, we'll continue to make complaints because it is a problem. For me, I don't actually care if it's a DPS move, a healing move, a support move, or anything as long as it works and is meaningful. I think DPS makes the most sense for reasons I've listed many times before.
And yet, we see some positive steps here on SGE and AST for 6.0. It's 13th Oct, so I think it's fine to
And I realise that yes they do reworks and they may get around to it on healers, but there reworks come about because people complain and continue to complain. EG. MNK has been complaining for many years, they finally acknowledged the issues, turn Greased Lightning into a trait to hold them over until 6.0 and are working in a completely new system in 6.0 to hopefully make MNKs happy. I accept a change like that could eventually come.