
Originally Posted by
Renathras
Also, what you ask for is not "A small increase in depth". It's a big increase. It's small TO YOU but not to others, clearly.
The two ideas going into our discussion that you had been quoting were "1 more DPS action (while, say, increasing healing requirements back to HW/StB levels)" and "swapping the portion of time spent damaging with the portion of time spent healing (such that the current small numbers of downtime tools nonetheless feel fitting)".
Doing nothing to meet the extended ceiling of the first means that one does about 90% of that maximum output regardless... which you accused of being an oppressive level of difference that would cause casual healers to get flamed...
The other literally increases at-cost healing from around 0 to 12% of GCDs to 88 to 100% of GCDs... on which added likelihood of wipes and healer frustration you commented only that 'hard content is supposed to be hard'...
....
Make this make sense, please?
There is no way, whatsoever, that a difference of roughly 1% of party dps is going to invoke as much flaming as healers even in casual content needing to meet far, far higher relative healing requirements than are seen even in Ultimate and thereby frequently wiping their parties, so clearly the difference can't be concern for casual healers or their potentially getting flamed...
I get that you do not enjoy the kinds of optimization that go into damage dealing (as if that were ever separate from healing in XIV), but unlike higher skill ceilings for downtime activity and higher healing requirements, there is actual mutually exclusivity between [A] the current small amount of downtime tools feeling satisfying due to [a shift in] context (for a simple majority or greater of healers) and [B] having healing requirements that are still reasonably accessible to most players who would be interested in the given context.
The current amount of downtime engagement available is not large enough to support sufficient slack for less skilled and more skilled players alike to engage enjoyably with healing if offense and healing were flipped. Proportions of relevant actions more similar to what we had in Heavensward would be far more sustainable.
You've seen my own preferences, laid out quite a few times now: Much stronger relative healing requirements (though not nearly so far as 7x-or-more) atop a higher skill ceiling for downtime activity so that any and all healers can still feel reasonably engaged (even when the party is overgeared and/or makes few to no mistakes).
Note also that I haven't been okay with simply adding free damage, but have instead preferred options (choices made within the same set of opportunity cost); that is because in such cases the reward for optimization diminishes with each additional thing optimized. Whereas just adding an offensive oGCD has all the difference of its ppm directly, adding an offensive GCD action, for instance, has only its value-over-filler.
Thus far, you've pretty consistently disregarded accessibility and approachability the moment you'd otherwise get something more in keeping with your personal preferences, all while --the moment things step away from your personal preferences-- making out differences less than would result from typical run-to-run deviations from Crit RNG as if they would single-handedly wipe parties and nearly provoke harassment.

Originally Posted by
Renathras
Wanting to heal in a game with a healer role isn't a crime. Wanting minimal dps in a game where DPS is a role but the player has selected a different role specifically to avoid it also isn't a crime.
No one has said that it is, only to be mindful that when a healer fails to optimize an additional downtime tool, the boss dies a few seconds later (because there are diminished returns for those optimizations and the output is shared enough to have high slack), while if you make relative healing requirements so high that the scarcity of downtime tools would finally feel appropriate, you leave almost zero slack and make healers a uniquely extreme bottleneck to each party.
It's not a matter of "We shouldn't increase healing requirements," but rather a matter of "(Nearly) removing healer downtime altogether is not a realistic solution to the lack of downtime engagement, because a single short-term and largely unshared output such as healing cannot by itself support so large a range as exists between highly skilled and unskilled healers; if tuned to be appropriate for the best of the best, it would be overwhelming for most of the rest, while if tuned to be appropriate even for less experienced healers, the problem would remain for those most skilled."
You've been insisting on a false binary. You can have BOTH less downtime and greater engagement in what downtime remains. The only thing you can't simultaneously have is a fulfilling experience at either end of a spectrum (player competence/experience) that is more widely varied than the tolerance of the output (healing) you vary them by (since healing is capped and bimodal, therefore lacking in slack or useful overflow).