Quote Originally Posted by Absurdity View Post
Simply making healers heal more is not going to solve the problem either because if you take a really hard look at the healing toolkit it is, while incredibly overloaded, utterly bland.

Outside of a few interesting effects like Lillybell, Macrocosmos and maybe Haima/Panhaima they are bog standard "make HP or eHP bar go up by X" spells. They have barely any interaction between each other and are more often than not just fire and forget skills.

So all that would happen when you increase the consistently incoming damage, and bring it closer to WoW's attrition healing, would be that you replace 80 of the 130 boring Glare casts with equally boring Cure/Cure 2/Cure 3/Medica casts.
I would disagree. Even in other MMOs with simple healing spells (e.g., Vanilla WoW), the challenge was in the triage and resource management, without skills being whiz-bang intricate game design capstones. Do you risk a slower, more efficient heal or drop your fast inefficient heal to avoid a tank staying in the death zone? Is your MP consumption sustainable? Are you standing in the optimal place for AoE heals to be effective? How long can you save your emergency cooldowns, in case there is an error? Some of the "simple heals, high skill ceiling" concepts like cancel-casting big slow heals isn't really feasible with FFXIV's engine and game design, but you absolutely will be stimulated if enough incoming damage hits to where healing requires strategic choices.

I agree that FFXIV throws too many tools at healers, and some of these options should be swapped out for mitigation cooldowns. But don't knock triage without trying it.