
Originally Posted by
Leonerdo
I feel like they\\\\\\'ve made healers easier in the wrong ways. Like for a mid-tier player getting into EX, the ShB changes were good in theory: Make healer DPS more consistent (to hit those incredibly tough DPS checks \s), and provide tons of healing tools so you can\\\\\\'t run out no matter how inefficient you are. But that reasoning doesn\\\\\\'t make sense unless you\\\\\\'re looking at incredibly specific scenarios. Meanwhile, for veteran players it\\\\\\'s just more boring, and for complete newbs it doesn\\\\\\'t help at all.
If the goal was to make healing more approachable for novices, then they should have made it less punishing. For example, currently, the worst experience for a new player is going into a dungeon, dying to a mechanic they\\\\\\'ve never seen before, and causing a wipe because they were the healer and nobody could raise them. Why is the healer role the only one that causes wipes by dying in normal content? One thing I loved about TERA (R.I.P.) was that you got 5 free self-resses when you were new to a dungeon, so you had a chance to learn the bosses\\\\\\' attack patterns without wiping. FFXIV could do something similar, or just allow DPS to use Phoenix downs on the healer (slow, annoying, and potentially limited, but it keeps the run going).
Also, because -avoidable- damage is so high (and it gets worse as people take more vuln stacks), healers are heavily taxed by other people\\\\\\'s mistakes, and that becomes the central role of a healer: be ready for other people to fuck up. Which is not only stressful for newbie healers, but it\\\\\\'s incredibly boring for veteran healers when mistakes don\\\\\\'t happen. What if healing were more consistent? Less punishing for other people\\\\\\'s mistakes, and a bit higher or more frequent at a base level. Like why are wall-to-wall pulls the only time when single-target heals are needed in a good party? Healers basically have to learn 3 different modes of gameplay: DPS, scripted healing, and panic healing. …