Quote Originally Posted by Yeastyloins View Post
I mean is it a wild thought to ask the player (using WHM as an example) to cast Medica and then Medica 2 after a raid wide then go back to DPSing? Or to track HoTs and refresh Regen on the tank that is getting autoed and saving something like a lily or tetra for after the tank buster? I don't think that's too much of a tall order for the players to understand.

Again, I'm not against adding some stuff to add to downtime gameplay but at the same time they can tweak numbers so you're a healer and not a green DPS. I'd like the similar treatment for Tanks where the responsibility of Reprising raid wides matters, using short niche defensive CDs to mitigate busters while playing around with your longer defensives/unique mitigation options to contend with auto damage so your healer doesn't need to baby sit them.
Making healers into "real" healers instead of green DPS would require a lot more than number tweaks. Refreshing Regen on a tank isn't something I'm opposed to, but healers aren't defined as "needing to cast healing spells all, or even most of the time". In the vast majority of RPGs, you see a spread of healing and non-healing spells that are much closer to FFXIV's current spread than they are to WoW's. Healing isn't something you spend anywhere close to half your time doing. Most "dedicated" healers are actually support classes. They have a variety of things to do when they're not healing. They have buffs. They have debuffs. Most of the healers I've played over the years have been respectable damage dealers too. Not as strong as your average DPS type, but no slouch either. With a variety of damage tools.

Healing is something almost nobody *wants* to do. It's a baseline requirement, but it's often far less efficient than just avoiding damage in the first place. There's some damage you can't avoid, and that's where the healing comes in. I'd struggle to need more than one hand to count the number of games I've played where my healer character's most cast spell wasn't a buff or damage spell. Not a heal.