Quote Originally Posted by Semirhage View Post
I raid Savage, Unreal, and Ultimate.

If you run most dungeons with competent people, you literally -do not- need a healer. I've done this multiple times, with more than one dungeon. Tank self-sustain and mitigation is absurd, especially as you approach level cap.

In Savage and Ultimate, if you have a competent group, you spend a much, much, much larger portion of your time than you might think casting one filler damage spell over and over and over and over and over again. It's not fun. It's not interesting design. Most of us are bored of the same 4-5 excuses given over and over and over again for why we "need" to have poorly-designed healers. I'm not trying to gatekeep you dirty casuals out of cutscenes. All I want is for the four jobs in this role to be designed in a way that doesn't funnel them into a tedious, mind-numbing, awful garbage dump of terrible 11111111111111111111111111 spam spam spam spam spam as the skill "ceiling".

Evidently that's just totally unfathomable, both to the job designers and to a generous portion of the playerbase. Which is also absurd, because it's not like FFXIV invented healing ex nihilo ten years ago.
Game keeps catering to the casual players. They decided healers can't even handle two dots while making all content very predictable. And the casual players love it because they dont bother optimizing it.
With that said, I would love to heal more when it is actually needed. The most fun, besides ultimates, is when shit goes south in alliance raids. When I actually have to utilize my kit.