Quote Originally Posted by Renathras View Post

The high end raiding community thinks the solution is "give healers a dps rotation on par with tanks and damage on par with Ranged". Well, that's _A_ solution.

Another solution would be to nerf oGCDs. Why are your "cheap" heals (oGCDs) more powerful than your "expensive" heals (GCDs)? Shouldn't oGCDs be used for patching up the party and smoothing damage spikes and GCDs be what you use to actually deal with high damage? If you look at it from a risk/reward perspective, "expensive" (in MP and time) heals should be more powerful, not less or approximately equal. And we have so many (again, excepting WHM) that healers can generally cover an entire Extreme or Savage fight with oGCDs if they have a proper "healing plan". Why is this even a thing? Healing without using a single MP on healing or a single GCD on healing?

So even if we CAN identify a general problem, do we even agree on the solution?

So how can we ask the Devs to do so when even we cannot?
No, that would never work as a solution - The problem is accessibility. Nerfing healing only makes things more difficult for subpar players as they depend on those oGCD healing in a pinch rather than the norm. That does nothing for them as the power of the oGCD heals would be too weak to do anything and makes things more difficult for them. The solution is never to raise the skill floor, or else healers would have never have been in this state to begin with.

As for why a healing plan is a thing - that's because fight design is scripted + there is an existence of an enrage timer. Mainly the enrage timer. It's what incentivizes good play by making all players adhere to a personal responsibility of doing mechanics and avoiding excess damage. Failing to do mechanics will make it more difficult to clear or outright wipe due to being debuffed with stat debuff (damage down, vulnerability down, death debuff). Having more healing or more damage will never resolve that fact because the game was never designed with that in mind. Thus DPS becomes always a forefront and utmost importance to help with the clear - which makes it always useful compared to healing (which is only useful when people lose HP). This is due to FFXIV's combat design being very similar to an action RPG. We don't have large and frequent amounts of unavoidable damage - instead we have fewer instances of unavoidable damage and frequent / large amounts of avoidable damage in the form of mechanics.

Finally, healers have to clear the MSQ. What you proposed is not a solution to solo instances. You're still going to be spamming 11111111111 until the instance is over and all enemies are defeated. The engagement is still not there. Even if they weren't DPSers, they will still need to clear content that was made for DPS & tanks - which means DPS who can use their full combo needs the enjoyment in doing so, leading to enemies with a high HP bar. Not to mention, DPS doesn't have as much survivability as a tank or healer, so instances have very low outgoing damage requirements for it to be accessible. And if a DPS needs time to clear it even with their high DPS, you can bet a healer is going to be bored because they won't have anything to do but press 11111111111.