Quote Originally Posted by Rongway View Post
I don't think this should really be made an issue anymore. We have four healers now. That gives us plenty of room to have one super easy healer, one super technical healer, and two middle healers. With twenty jobs and close enough to 1/5 of them being each role, they can't keep trying to make every job work for everyone. If they pop out a healer that is difficult for the average player but is still well-designed, it'll be fine--the players who find it too difficult have three other healing jobs they can try out. Conversely, people who find one healer so simple and boring that they can't stand it should play one of the other healers. But first we have to get to a point where all the healers--regardless of their place in the difficulty spectrum--are designed with clear goals, worthwhile actions, and mechanics that don't conflict within the same job skill set.
But what would a difficult healer look like within the current constraints? You can't require more healing, because that's capped by damage. You can't output more damage, or that job will be picked over the others.

You could make one job really clunky and require several button presses to replicate one button on the others, but then players would reject it as weak and nerfed. Imagine a class that requires say 2 oGCDs between each nuke to replicate one glare - why would anyone bother? Or if one healer had really low potencies requiring healing spam, why would anyone take that risk?