
 Originally Posted by 
NobleWinter
					
				 
				Every healer should have been made into Scholar with a robust DPS kit to fill the healing downtime in causal content and a healing toolkit that required some actual brainpower to function well.
			
		 
	 
  The problems this game has worst, imo, is when they make everything the same. This goes for making all Jobs simple but ALSO for making all Jobs complex. There should be a spectrum. In HW, when SCH was that way, WHM was not and AST was...well...AST.
Moreover, I think the reason for the "no way to fail" is because so many Healers quit the role in HW and SB that the Devs were trying to make it so people didn't have "Healxiety" and would actually que up as Healers more, since there were massive Healer shortages.
As you say, though I don't agree with it personally, the Devs also thought "Healing NEEDS to be easy." But that thought extends to Healer damage kits. They also NEED to be easy, otherwise almost no one will play them. People who want complex damage rotations play DPSers. Giving Healers a mediocre damage kit will just alienate the people who don't like damage rotations (and play Healers for that reason) while also not appealing to people who want a "real" DPS kit, who will keep playing DPSers. It will only please a narrow sliver of the population, like as not. Which could already be achieved by just giving SCH its SB kit back.
	
		
			
			
				
					
 Originally Posted by 
NobleWinter
					
				 
				when we could be enjoying a fun mini game like every other class that involves DPS or support.
			
		 
	 
  Not everyone "enjoys" damage rotations. Again, if we did, most of us would be playing DPS Jobs. Many people do solo content, FATEs, and instanced duties on Healers and enjoy them. I love playing on Healers now, for example. I do Experts, PotD/HoH solo runs, Extremes, 24 mans, and occasionally Savages. I did the latest Extreme, Ex5, on RDM (since it was the only Practice party up when I had time) and got my clear, and hated almost every minute of it. I did it, but I did not enjoy it. On the other hand, I've healed all the other Extremes and enjoyed those (except Ex3, because Eff that place, lol), and I even tanked a few. But I've never enjoyed DPSing any of them. Did some ZodEx on SMN. It was...meh. I did it for farms and it wasn't abject misery, but I wouldn't describe it as fun. On the other hand, I healed it, even solo healed it on SGE quite a few times, and had a blast every time on Healer.
I'm not saying some people are DPSers or anything, but I am saying not everyone loves DPS rotations. I contend that some Healers should have them while others do not, then players may gravitate to the one they find most acceptable.
...but this is an aside we've had in dozens of threads and not really directly on topic, isn't it...
	
		
			
			
				
					
 Originally Posted by 
NobleWinter
					
				 
				DPS can range from two or three buttons to most of your kit and encounters can be tuned to allow extreme failure with every option on the scale.
			
		 
	 
  In theory, yes. But I've yet to see it happen. Until encounters are tuned with Enrages so generous to Healers doing 100% or 1% DPS - which would be so generous as to make them trivial (and that gray parsing SAM would still blame the Healer if the party hit an Enrage) - then "extreme failure" isn't allowed, and likely won't be.
But, again, I think the solution is a joint one: Make SCH SB again. Make AST SB again. Leave WHM alone. Tune SGE up around the edges. Then launch the expansion and see who gravitates to what and which Healers get played and to what extent. From there, more decisions can be made if necessary, though it may not even be necessary at that point.