Quote Originally Posted by Avoidy View Post
In regards to all the people who want a more engaging system but seem at a loss about what the team could do:
In the last game I played, Tera, healers had a lot of responsibility for managing the group, and failure to do this could make the run really unpleasant. For example, every class in the game used mp to attack. Healers had spells that could restore mana. In essence, healers became a group's mana battery, and failure to use your mana skills off cd would lead to your party members running out of mana and being unable to attack during their bursts. Certain healers also had buffs to keep up at all times; one actually lowered the party's cooldowns on all skills that were used while the buff was up. Basically, you wanted to keep this running 24/7, and people had different rotational setups depending on which type of healer they were playing with, because one healer could change your CDs, while the other provided passive damage boosts. It was really fun. The way damage was processed was also different; you could take hits without it being detrimental. A good healer would heal you up right as you took the damage, so you could stand in bad for uptime and lose nothing with a good healer. Esuna in that game was also a skill you'd tap and it'd go off, and we didn't have to worry about annoying server ticks like in this game, so if you instantly cleansed someone of "slow," they wouldn't still be stuck with it. Then on top of that, you had an actual burst dps phase.

In this game, there's none of that! People just manage their own resources, you're not allowed to touch anyone's setup, and you're basically just there to heal raidwides or occasionally clean up a totally preventable mess.
it's interesting to hear different perspective however we do have a certain amount of healers that can provide buffs already- SCH has recitation and AST has the card system. i like the PVP card system for AST, and that could be fun to add for PVE. SCh used to have differences in the fairies and I don't see why they could bring that back to add some different buffs. However that doesn't mean that groups should start asking for any one type of healer, just like any other job wouldn't like groups starting to be formed and excluding a specific DPS job or tank job.

Personally I wouldn't want to always be a group's "mana battery", resource management is part of each job's responsibility, that's not at all unique to this game, nor is having mitigation available to all roles, although the extent of that mitigation is arguably much higher for some roles than in some other games.