Quote Originally Posted by SeverianLyonesse View Post
So there's a concept in MtG called utility. Where oftentimes the best cards to put in a deck are not the ones that are the most efficient at accomplishing the deck's primary goal, but because they can serve several different functions depending on context. The idea being that even if the *optimal* context doesn't present itself.... snip

So in the hands of a flexible healer, having a utility ability like this *could* in theory be a safeguard for healers to salvage runs that would otherwise wipe.

Now, I haven't put enough thought in as to whether this is actually the case here, but I don't believe in simply dismissing the possibility of using an MP-regenerating heal for suboptimal healing at face value.

Again, on the topic of utility. I agree that E. Diagnosis is best used for downtime. However, when a tank is...ahem...tanking, and forced me to expend all my OGCD shields, I may throw out a E. Diagnosis for the shield value. And then I get a bonus Toxikon for mobility/mobs. With a tank that knows what they are doing, I don't need it, but for random matchups, it's a versatile verb.
Interesting thought but you answering a question that is not the topic here or do i miss something?
The question is "how to make the FF14 healing more engaging without pushing the difficulty or change the core of the game" what you are proposing is something that will not have the result you are describing and will break the healer in one way or another. I wish for a change for how battle content is designed, to be more difficult or complex but that is something Yoshida himself said is not going to happen, so i take what they gave us.

So give all healers the same treatment as all other jobs. Make us "green dps" and stop pretending we are not. I am not proposing to increasing damage output but give me something like a rotation, dot to track, etc. just something beyond "1111112111111".

As i explained a couple of posts earlier we cant go the "healers should heal" without breaking the class in a negative way, the game is not designed around that much healing at all and buff/debuffs is also not an option because SE decided to kill almost all interaction in that regard. I know cross class skill were not the best but at least a step in the right direction.

I ask something easy to answer: Should all melee loose the their positionals ? Should all dps work like the MCH? Or better change NIN to DNC job mechanics ? Or BLM to SMN (lego mage) ? This would be a bad idea and you know what: All healers got this as the "REWORK of the healers".