Well considering their mindset on not adding more dps options for healers is because they don’t think the players can handle it….I don't think that it's "ignorant and horrible at adapting" as much as they don't have someone who's an experienced. very skilled healer to advise them. As such, they're likely going to be very, very careful of making changes, I would be too. Also, as DPS or tank mains- they're even more concerned of how it affects their fun, and their ability to complete the content. So that leaves healers last in line for changes.

Flip side. I personally don't think Heals should have more dps options, they should have less. they should always always always do much less damage than a pure DPS job does, like a Tank should as well and I don't buy that they need it to clear solo content, that's just lazy. A Healer has high survivability and can keep themselves up and running longer than a dps, so they SHOULD have to work at killing something for longer than a pure DPS should in solo content. It's a given, a price paid for the gifts given just like a DPS should have to pour out the damage fast to bring a mob down before it can lay enough damage onto them to kill them. Players should use skill, not streamlined homogenized structure of a job in order to do solo things. You don't over pull, you don't rush if you can't heal yourself, or don't have mitigation abilities like a tank to prevent damage. DPS learn to be careful, Tanks learn to mitigate and tank through, Healers learn to heal on their feet through mechanics and still get heals off or...they die. It's all skill building. Give any class too many tools from another classes toolkit and you remove that sharp crisp feeling of the class all together. A healer should never be seen as a DPS contribution significant enough to justify interrupting their main function or as something relied on to clear content. Neither should a healer be optional in group content, DPS and Tanks shouldn't have heals that can see them through pulls in group designed content...period. Marginalizing a class so some others can feel like superpowers doesn't make players happier, it makes them feel...marginalized and like their efforts in their chosen class are not appreciated or respected.




Healers and tanks already do half the damage a DPS can output. Adding a few extra buttons isn't going to change that much.Flip side. I personally don't think Heals should have more dps options, they should have less. they should always always always do much less damage than a pure DPS job does, like a Tank should as well and I don't buy that they need it to clear solo content, that's just lazy.
They have no issues with tanks having high survivability, high self healing (Warriors LOL), and an interesting dps rotation. But for some magical reason that same standard can't apply to Healers?
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

What game are you playing?A Healer has high survivability and can keep themselves up and running longer than a dps, so they SHOULD have to work at killing something for longer than a pure DPS should in solo content. It's a given, a price paid for the gifts given just like a DPS should have to pour out the damage fast to bring a mob down before it can lay enough damage onto them to kill them
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