This thread might be focusing on the wrong aspect of healers in FFXIV as a couple of posters have already pointed out. Let me add to that what I think is wrong with healer design in FFXIV and that more intricate damage rotations would exacerbate the problem:
1. Simplification with Gear Progression:
- Healers, and to some extent tanks, find their roles becoming simpler and less engaging as their gear improves, along with the group's overall gear level.
- Improved gear offers better mitigation, higher HP, and enhanced spell effectiveness, making healing tasks less challenging.
- Certain fights, notably those with healing-intensive segments, become trivial once these segments are skipped due to gear progression (e.g., E12S Terminal, P2S Coherence, P4S Decollations and Curtain Call, P7S Harvests).
2. Dilution of Healing Responsibilities:
- With each expansion, healing and mitigation responsibilities are increasingly distributed across various roles, diminishing the unique impact of healers.
- Dungeons can now be cleared without healers, highlighting this dilution. Even some ultimate content has been cleared without healers.
- Tanks' self-sustainability further reduces the need for healers, who primarily focus on keeping DPS and themselves alive.
- The proliferation of mitigation and shields particularly affects pure healers, making their role more reactive and passive.
3. Simplicity of Healing Mechanics:
- Damage taken rarely exceeds maximum HP, reducing the challenge of healing, especially outside of week 1 raiding.
- General healing strategies, like group heal spamming, are often sufficient for most encounters.
- Resource management, like MP, primarily serves to rectify group mistakes rather than being a core aspect of healer gameplay.
- Larger health pools allow for slower reaction times, diminishing the need for quick responses unless correcting mistakes.
- Most Savage fights could be managed by a single healer, with mechanics targeting two healers being the main obstacle to this approach.
4. Healer Damage Output and Role Conflict:
- The focus on healers dealing damage can detract from their healing responsibilities, leading to issues like the 'Glarebot' phenomenon.
- Enhancing healer damage rotations could exacerbate this problem, potentially leading to a scenario where healers are phased out, similar to what happened in Guild Wars 2.