Many people claim they want to heal more than they DPS, but as Roe says, you have to imagine how much damage needs to go out in order to force healers to stop using DPS spells and use Cure/Medica equivalents instead. It would require an astronomical increase to outgoing damage frequency. Basically every fight needs to have a boss doing mechanics while also emitting J waves constantly throughout the entire fight. There is no way the average player could handle that, but if someone wants to try and grab players and get them into J-waves and see how long they can last, then go ahead.
Just asking for more damage will not solve the problem, because either they cannot do this to any meaningful degree that will actually influence the rate at which healers DPS because of the average player, or the healing role bombs as players struggle to get through a basic dungeon boss and taking every tank and DPS player down with them, creating a massive barrier between current content and future content that'll bottleneck the entire player population.
The healthiest step 1 to take is treating the healers like how we treat the tanks. Give them modest DPS actions on par with what tanks have, with one healer having a little more and another having a little less much like GNB and WAR respectively, while also trimming down the excessive bloat each healer has with their actual healing tools. Create an environment where every heal feels fairly equal in value. Let the player base get comfortable with those changes, and gradually increase the frequency of outgoing damage in all forms of difficulty to better encourage the need for healing by introducing far more frequent chip damage throughout a fight that doesn't threaten the party, but creates more reasons to top the party off and puts regens to actual work.


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