Thank you so much for your well-explained thoughts! There's so much to consider here and you've been very thoughtful.
For the rest of this post, I'm going to try to distinguish between "mandatory healing/mitigation" and "wiggle room". In short, each encounter will have unavoidable damage (and other things like status effects) that has to be healed, mitigated, etc in order to survive the fight. Part of the difficulty of every part of an encounter will be the amount of "wiggle room" that is available to make up for mistakes; if not used for such recovery, then it can theoretically be healer DPS. That's the model for healing I'll be referring back to periodically.
As I mentioned in another recent post, I agree that we can't reach a satisfying outcome to this by simply raising incoming damage; there are a variety of aspects of systems that would need to be re-tuned, including healers themselves.
You would definitely want to balance the healing required to the amount of movement requirements. If healers can't keep up with the mobility required by content in the same way that DPS and tank classes can, that would be something to address with their kits, whether that means changing certain GCD's to instant cast, allowing charge casts during movement, etc. In addition, not everything under the "mandatory healing/mitigation" umbrella needs to be healing. If there are resources that enable healing, such as MP or charges of various kinds, any abilities that actively manage these and thus prepare for the next bout of healing fall under this umbrella as well.
I think there are a lot of different ways to make 100% of GCD's required for healing. To be clear, I'm not saying that's the goal, I'm just saying it's entirely possible. And if 100% is possible, then lesser thresholds will be possible as well. There's no need to settle for a huge amount of DPS time unless we choose to restrict ourselves to systems that prevent alternatives.
This is a good concern, but thankfully it's addressable. Encounters do need to to have that aforementioned "wiggle room", and they will, to whatever threshold seems appropriate. But even aside from that, how recovery mechanics occupy the space of that wiggle room needn't look the way it looks now. Just to throw out some unpolished examples, healers can have re-raise, adding a single death buffer for an encounter. Or healers could have once-per-encounter abilities that can mitigate a sticky situation, but with a meaningful downsides like lowered DPS that makes them only for emergencies and not for the "official plan". Do not consider these to be actual ideas that should be implemented, but rather take them as examples of ways that problems that can't be solved with current gameplay mechanics could potentially be solved if we went outside the box a bit.
And if we're being fair, I do think it's important to point out that "50% of GCD's will be nuke spam" and "situations where something goes wrong will be straight up unrecoverable" cannot reasonably coexist. If our combat system somehow becomes so twisted that half of a healers GCD's are DPS and yet they don't have the bandwidth to recover from mistakes, then something is fundamentally wrong and needs to be addressed.
Hopefully the above has clarified that this isn't what I'm after. ^^
I anticipate that this is probably among the things that could need a change: that outside of certain rare-use moves, overall healing potency might need to lower to allow more space to play in each player's limited HP pool.
Yep, as mentioned above that would be a concern, and if mobility was too limited then adjusting the healer kit to allow more mobility would hopefully address that.
I can see mana going a variety of different ways. If we wanted to have more time spent actively healing, perhaps mana wouldn't play as much of a role in healing. Or if mana regeneration became something that healers could do actively with certain moves, then such moves would both aid in enabling healing while also occupying "mandatory healing" time without actual being literal healing.
Similar to the above, I think there are a lot of ways to address this. I guess the first one would be to determine whether complexity is a desirable goal. Some players want it, some players don't, but in what proportions? Do these preferences align with other preferences such as the difficulty of the content they're engaging in? I don't have these answers so I can't say, but hopefully CBU3 has invested in trying to elicit this data. For my tastes, I personally don't think healers need much in the way of complexity. The only way that DPS can engage with the encounter is to play the game of solitaire that is their rotation, so I get why a degree of complexity might be preferred there. But healers have more pressing concerns: keeping the party alive from moment to moment. That's innately engaging in a way that slowly depleting a lengthy health bar simply isn't. Is it enough? The answer will vary from player to player. It's a big tangent, but on that note that's why I support class design where some classes are less complex and others are more complex, so that different types of players can all hopefully find a class that aligns with their needs and preferences.
I hope that helps to shine some light on why I see this as not only a desirable solution, but one that is well within the realm of possibility. And thank you for posing such constructive criticism, without which I would not have been able to clarify why I see things differently. ^^



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