Sorry for another tangent, but a little before the "If you want engaging healing content, go play Ultimates" line I asked about the current state of healers in the JP forums, and one of the responses mentioned YoshiP's said they're trying to avoid making healer dps from having much variance as that can greatly affect content completion.

I haven't looked hard enough to verify the source, but at the time I thought he was doubting the players' ability to actually execute a complex dps rotation on top of a heal plan. Now I'm thinking it's more an issue with balancing the game since it'd make the amount of damage we deal wildly fluctuate based on how well the entire party is doing, even more so than it does now.

Like if we had some gauge that filled through executing a dps rotation, then we won't be able to fill it too well if the party's doing poorly and you'd do that much less damage. When the party's doing great you'd do that much more damage. This range gets even larger when ILs and level sync come into play.

It's far easier to measure how much damage a healer will output when it's largely just 2~4 moves that are disjoint from each other.

Quote Originally Posted by ForsakenRoe View Post
This is an interesting aspect to consider. If we saw two SGEs in a trailer, one who's working overtime to heal people, and one who's using their nouliths in multiple ways, eg one is shooting enemies, one is drawing shields on someone as they charge in, and two are helping heal people in the back who are injured, multitasking all four at the same time... Which of the two SGEs is the 'better healer'? I'd argue it's the one that is keeping up with the healing, while also going on the offensive to prevent any more healing from being needed.
This is also a note that board brought up; the ones that actually do chase the funny number will be even more likely to force the other healer in the party do all the work, which I sure have been on the receiving end before with.