Quote Originally Posted by ty_taurus View Post
One aspect about the ongoing healer debates is the need to keep the role easy and forgiving for casual and new players. In many ways, this need for easy-of-use has stifled the healers, but I believe there are ways that we can make healing more forgiving without needing to stifle their gameplay. In theory, creating more forgiveness elsewhere could help us push further back into healers having gameplay loops, essentially.

One thing unique to healers is that there's more pressure on them to understand mechanics and not die to them, as typically a healer dying can mean the party will eventually succumb to damage and fail. Recent tank changes have counteracted that by allowing the party to clear the fight without their healer more reliably, but I feel that's kind of an awful way to address that issue.

"If you fail, don't worry. The rest of the team will do the work for you and you can sit there and not play the game."

So I propose the following changes to Phoenix Downs:

1. Allow Phoenix Downs to be usable in combat with a cooldown of 180 seconds.
2. Allow players to carry multiple Phoenix Downs.
3. Award players Phoenix Downs for completing roulettes to ensure players always have at least a few off hand.
4. Add a new restriction to high-end duties that makes Phoenix Downs unusable and add this as a DF option alongside things like minimum ilvl and silence echo.

This change would relieve a lot of that pressure on healers, which in tern could hopefully placate some of this desire to handle healer players like infants from the game devs.
I actually like this a lot but I would make phoenix downs restricted to 1 per party member but refilled for each boss battle. In a four group party where only the healer dies constantly, that's 3 possible rezzes. Anymore than that now feels like a crutch, especially since 4 group content have always been designed to be cleared with relative ease.

In 8man normal content, same deal but no refills after a wipe

And lastly, 24man should be exempt. Even if all alliances have no smn/rdm, that's still six healers who can keep an eye on each other should one fall.