I think people understand it just fine.
They simply disagree with it.
The thing is, what is boring to one person is not to another. I find DPSing either mindnumingly boring OR clunky and tedious OR stressful to the point I feel like I'm doing a job that needs a mental health plan. None of that is engaging or interesting to me. I find tanking and healing to be far more fun since it means I'm actually reacting to situations and using my abilities in response to what's happening or anticipation of something, not simply being a dipping bird set on a keyboard pressing the same buttons in the same sequence over and over again.
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Understanding != Agreeing
Moreover, most of us do seem to be saying to do something to spice up a few of of the healers' DPS kits while probably/possibly leaving at one alone (let's face it, WHM) for people that prefer that playstyle as-is right now. But there's a pretty big gulf between "add a few more DPS buttons for healers" and "remove healers from the game, give all Jobs self-healing and defensive CDs, and then go back and rebalance every fight in the game's history to accommodate this new paradigm...because OP and his friends don't like healing."
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EDIT:
This is the same thing for Tanks, though. There are games that do this very thing. Every DPS has a movement ability like DNC to dodge telegraphs, there are no tankbusters, little unavoidble damage, and every class has a self-heal button. The only thing the game would require to remove Tanks is to remove cleaves (thus facing doesn't matter anymore) and remove tankbusters (thus Tank-level vitality and defensive CDs are not needed anymore). Alternatively, give every DPS a self-heal and a mitigation CD - you know, the very things you're arguing for? - and then we could remove Tanks.
If an entire role could be seamlessly removed by giving everyone just two more buttons, without redesigning ANY of the game's content, it is redundant and should either be removed or completely rebuilt.
This argument LITERALLY HOLDS FOR TANKING AS WELL AS HEALING.
Your argument then only comes down to "Well, tanking damage rotations feel different than healer ones", not "Tank is needed and Healer is not".
You also focus exclusively on healer DAMAGE ROTATIONS. You know HEALERS, the role that HEALS. You ignore their HEALING kits entirely. Within those damage rotations, healers weave HEALING oGCDs. And, as it turns out, those HEALING oGCDs work differently, are not homogenized, and feel more distinct than the Tank damage rotations and mitigation kits do (Tank mitigation kits are THEIR oGCDs are and MOSTLY samey)
Healers and Tanks are inverses of each other. Tanks have somewhat varied GCD kits but near-identical oGCDs, healers have somewhat varied oGCD kits but near-identical GCDs.
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I'm REALLY confused why you people think "I don't want to do this, thus no one wants to do this" is an argument.
There are something like 3-6 MILLION other people besides you that play this game. Statistically, 20-30% of them play healers. YOU don't have to press "Broil Broil Broil...", someone else will do that. And, fyi, anyone that does that is a bad healer (you DO have to do things like weave oGCDs or everyone dies. Try any current fight - and I mean normal 8 mans/Aglaia - without a healer casting a single heal. See if your party survives or not. Oh, you can use Second Wind. But nothing else. Good luck.
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So you're saying we can and should remove the DPS role? Since, clearly, it isn't needed with PS1 and PS2 being cleared with no DPSers at all, right?
Oh, it's "even easier" with DPSers? Well, it's "even easier" with Healers, too. That isn't the argument. The argument seems to be if it is at all POSSIBLE to clear without healers, we need no healers. So this means we need no DPSers, too, right? Just boost Tank damage and we can remove the DPS role from the game. All DPSers can be told "You're Red Tanks".
Extremes are lower than Ultimate. You need healers for most of them unless you have a REALLY optimized group comp and a LOT of good and highly geared players. I'm sure it's possible to clear Zod with just SMNs and RDMs + a tank or two, and Hydaelyn would only need 1 tank, but you'd have to have an insane comp to do it. For that matter, all the P_S that have been cleared with solo or no healers had pretty extreme comps. I remember some Eden clears like that which were essentially 1 tank and 7 SMNs or something like that using Phoenix (and PLD healing) as their "healers". Sure, it's possible, if we remove every Job from the game besides PLD and SMN.This is the highest level content excluding Ultimate. Anything below that you don't need a healer whatsoever.
Savages are also below Ultimates, and as even you noted, PS1 and PS2 have been cleared with just Tanks, but P3S and P4S? Moreover, things can be cleared with just Tanks because Tanks can take a beating AND have passive regen. DPSers do not. Meaning if you traded one or two of those Tanks for DPSers, the DPSers would be tanking the floor since they wouldn't be surviving and self-healing for enough to survive without healers to heal them.
This is a stupid argument. PLD can solo most dungeons in the game. If not ALL dungeons in the game. You don't even need the DPS. There are only a few with really lax "enrage" type mechanics, and some of those can simply be invulned through (in fact, all of them might be). Meaning a party of all Tanks can clear 100% of the content in the game. When are you going to start asking for DPS as a role to be removed and every Job to be made into a Tank?Dungeons? Even DRK has cleared all of them with three DPS. EX? They were killed the first week of Endwalker without healers.
The reason they're doing that is because there was a healer shortage in SB. Ultimately, that's the reason healers are the way they are today. And that was back when - for those who don't recall - healers DID have more complex DPS kits. It was taxing and overwhelming for people to do while also pushing prog and they'd get a lot of flack in casual content like 4 man dungeons (the most casual thing in the game, just about) if they weren't constantly casting their spam spell and refreshing their DoTs without fail.With all that said, do I think healers should be removed? No. There is clearly a large enough portion of the playerbase that enjoys the style of gameplay they're supposed fulfill. The issue is the dev team is so afraid little Timmy or Sally might struggle, they continue to design everything around the lowest common denominator. Not your average raider who, while lacking experience, is still a decent play; a green parser if you will. No, it's the person who can barely handle simple mechanics and usually dies once a pull. That's who they're catering content to. And it's why healing suffers so much in this game. If you're average, you're already playing above expectation.
The community, effectively, brought this on itself, collectively. The people who complained that casual healers weren't dealing enough damage, the people complaining about folks not using Cleric Stance, the people complaining that SCH had to do more work than WHM in its DPS but didn't get bigger numbers, the people that chewed out healers for daring to heal instead of deal damage, etc.
COLLECTIVELY, those are the reason we have the current healer system we have today.
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Been playing and healing for nearly 9 years now. WHM and SCH in every expansion to date, picked up SGE as well. SGE doesn't play at all like SCH. It's mind boggling people genuinely believe this. Its kit functions rather differently. The only thing they're at all similar in is their DPS kits, and those aren't even that similar. SGE has Toxicon (when EuDiagnosis shields break) and Plegma whereas SCH has Energy Drain (for dumping excess AF or using with Dissipation for more damage) and Ruin 2. None of those spells are at all the same. You can try to claim that Bio/EuDosis and Broil/Dosis are, but that's saying half their damage kit is different, which...doesn't really make them the same.
Besides which, their healing kits aren't really similar. They do have some similarities - a single target no CD heal, a single target with some kind of buff, an AOE, and a party shield - but how those all but Lustrate/Ixo (I think it's Ixo...SGE spell names, ugh) and Indom are the only ones that work the same. Kura and Sacred Soil work differently, and not merely in the placement. Seraph works differently than Panhamia, and SGE honestly has nothing like Recitation+Adlo+Deploy, but SCH has nothing like Pneuma.
"But those aren't buttons they hit every GCD!", you might say - what do you think you're hitting BETWEEN those GCD buttons? Surely you don't sit on your thumbs for 2.5 seconds after hitting Broil and hit literally nothing else ever, do you?
What do you hit?
Those oGCD heals/mitigations.
Those things that are different from healer to healer and make them very distinct.
You're hitting on average something like 1 of them every other GCD on average, with some double weaves here and there.
Yeah, if you hit literally NOTHING ELSE other than Dia/Glarespam, you might be bored. But do you genuinely never hit Tetara? Benison? Assize? Asylum? Do you never use Solace or Rapture? Are you basically admitting to being a bad forcing your co-healer to carry the team as you let them all die?
Because I've yet to do content where both healers can only hit Dia/Glare (or their equivalent) the entire fight and still clear it. You legitimately DO have to heal. You can do so largely with oGCDs, but if you try to clear an Extreme or Savage without actually pressing anything other than Dia/Glare, I can't see how you wouldn't have a dead party outside of some insanely niche stuff. Eos might be able to solo heal some 4 mans for SCH, but even that isn't a guaranteed thing.
And this is, of course, before we start talking Prog or mistakes. This is just talking about avoidable damage. Don't heal through Zod or Hyd's multi-hit attacks. Don't use a single thing that restores HP, I mean. Watch what happens.
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It...really isn't.
The thing a LOT of people have a problem with is understanding that what THEY find engaging others often may or do NOT. I mean, even I do it. We all do it. But 1-2-3 isn't particularly more engaging than 1-2-2-2-2-2-1-2-2-2-2.
I do agree that there are oGCDs and stuff that DPSers have to weave and make things more interesting...but this...is true...of healers, too. Indeed, it's how healers do the vast majority of their healing now.
But, this is also one of those reasons I genuinely do support different playstyles. The trick is convincing people jugging 7 DoTs that they should be content doing no more damage than the guy with one DoT and a filler spam spell since this is preventing them being bored, not about damage or performance. If you can do that, then we can have nice things. The reality is, the 7 DoT Job players will complain and many players will swap to the 1 DoT Job.
For all the moaning about ShB and EW RDM, and EW SMN, being "too easy", why is it that so many Ultimate clears have SMNs and/or RDMs in them? Why so many world firsts? Why so many Savage statics?
...because easy is actually a benefit in some cases, like Prog or World First races or Ultimate fights. When you have two things that produce more or less identical outcomes, you pick the easier of the two to do in general. We've seen this a LOT on the abacus and through FFXIV's history.