I think in Squares eyes, it's designed for players who don't want to be stressed out with high healing requirements and who "don't want to be compelled to do damage". What they don't realise is that because they made the healing requirements so lax (to relieve stress), and the fact that dealing damage is so simple to do, they ended up compelling damage in the process, there's legitimately no excuse not to without being accused of being AFK.
And because people were so used to the lower requirements, when Abyssos came out, those people who played it for the lack of stress up and left, healing was now too much for them. People who stuck around and knew how the jobs worked were able to keep up and were back to spamming Glaroilificosis in no time, only now it had the occasional use of a Medica II or Succor. This still didn't fix the fact that Glaroilificosis was still around 80+% button usage anyway.
So in the end, despite Squares intentions, it ended up designed for a small minority of healers. New players get their fix for a while, but eventually become veterans who realise how little they actually contribute to the group outside the occasional raidwide or tankbuster, and then spend most of their time pressing 1 button for 80+% of any given fight. This then leaves them bored and going to another role or leaving entirely. Rinse and repeat for new healers that don't know what they missed out on in earlier expansions. About the only reason I can see why someone would like this role is if they just want to watch something on a second monitor, or they're the kind of person that takes a long time to realise that oGCDs aren't emergency buttons at level 90 even after everyone around them tells them to never hold them. Effectively, people who are too stubborn to improve, or too ignorant to improve.
At most, it may appeal to extremely unskilled players who can't do more than 50% GCD uptime or struggle to find the right heal in time. But the cure for that is practice, not dumbing down.


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