Quote Originally Posted by Maltothoris View Post
Well that isn’t happening in this game. The issue with the first point is that this games gcd system is really slow at 2.5 seconds, you can’t have damage coming out that fast. With the second point, there is hardly any real chip damage in this game. It’s all burst. With point 3 all healers have so many tools with getting mp back, be it Lucid, exclusive moves or ogcds. Point well that’s really not in the realm of the pure healers outside of temperance, collective and neutral sect. Point 5 hardly any need to precast when we know when the damage is coming and how much it does.
Frankly, my problem is not really about healing itself, but more about role indentity. Right now there are so much conflation between roles that it both make it a balancing nightmare and a messy ball of unclear purpose. The Green DPS issue is merely the poster child of the issue, but hardly the only issue. My solution, in full, is actually very radical:

- Take away all party wide buff from DPS. Make them all selfish DPS. They're in charge of their own optimization and no one else. Also, remove stuff like fient and addle.

- Tank should only be in charge of personal defensive cool down, and maybe debuff the boss. They should not be double up duty to party wide mitigation.

- Support classes (p.range) should have the exclusive job as buffing the party, they should be the only one with party wide buffs.

- Remove majority if not all but the most basic self healing (i.e second wind) from all classes.

- Healers should be exclusive in charge of healing and raid wide mitigation.


I feel this way you can amp up the complexity and difficulty for each "role" that is unique to them. Instead of this melting pots "everyone does everything just some better than the others with DPS the only true go to".