I know this thread has been going on for a bit and I am just chiming in. However, this topic goes back many moons. Definitely at least as far as my join date. The main points are typically made within the first couple of pages and then they tend to be reiterated. That being said, I knabbed a few of them. I'm not contesting these views, but rather making a generalized statement that I feel is applicable to the state of healing.
When healer engagement is brought up, skills and rotations are very commonly the theme. It is not up to me to dictate what is and is not fun for players. Personally speaking though, I've never been engaged by any rotation in this game. Even DPS rotations, and they only tend to just add more to the frustration level than anything else the more extensive they are. Healers have never had any kind of true DPS rotation, but even having more skills at my disposal such as 3.x SCH still did not provide the engagement I experience when playing a healer in FFXIV.
That being said, a job's abilities and the harmonious flow of its skills provide only a very small portion of the fun with playing any particular job, and specifically a role. This includes healers. No matter how simple or complex a rotation, once it becomes second nature there is very little enjoyment to be found here. I can take any job in this game and practice on a striking dummy, and whether it is SAM, MNK, BLM, DRK, GNB, or any other non-healer job they all become as boring as a healer rotation after a certain point. What makes any flow of skills aka 'rotation' fun to do is when the enemy throws things at you to disrupt it, and you the player find improvisations in order to maintain the GCD. This is how it is for DPS roles, and does also extend to tanks, though they have additional responsibilities to consider.
Healers has always been an issue because they are technically a magically ranged class, and it is exceptionally easy to keep their GCD rolling. If the devs were to toss a skill or two in there that requires them to be in melee range such as SGE's Phelgma, or WHM's Holy, it immediately becomes more interesting. However, even these skills have their limits. Whether you have healed just casual content, or have done the hardest Ultimate to date, this really isn't going to change much.
Personally speaking, no matter what content I was healing, the only thing that made it engaging was when my finger wasn't pushing the DPS button at all, because my GCD allocation had be used towards healing the party. Unfortunately, the higher skill level of the group, the less likely this is going to happen. The most fun I've ever had as a healer is when the S**t hits the fan. I constantly seek this out. It makes me think of Zenos and how bored he is until his limits are pushed by the WoL. Like him, I'm constantly looking for encounters that push my skill as a healer to its very limits. THAT is when I am having the most fun. Unlike Zenos though, who has to seek an adventurer of exceptional strength and skill; healers have to seek out the opposite. This I feel is the true flaw.
How can the dev team emulate this in an encounter though? I believe this is what needs to be explored. We're not getting anywhere discussing skills and rotations.



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