Quote Originally Posted by ImTired View Post
I'm so confused as to why people are saying that the issue with healer is not a content/game design issue when it literally is by all definition when you look at the primary complaints coming from healer.
I don't know if people were mean to you or whatever since I'm not reading through the entire thread.

But this point has already been addressed. Please look at the casts of final floor savages. A12S truly did not have that much more healing than P12S. Neither did O12S (the hard ones that xpac were in 4 and 8).

Same healing required by the encounter but much more different playstyles required of the player, at all skill levels. There is only one variable that changed: the job kits.

Additionally some of us have repeatedly said that you had to use your entire kit even in dungeons in HW and SB if you wanted to be optimal. Furthermore healerless dungeon runs in HW was next to impossible on patch, and in SB they were still difficult even with a Red Mage. Without a RDM or a PLD they were next to impossible too.

It is not set in stone that dungeons have to be so casual that you can efficiently run through them without using 80% of your kit. This isn't just a problem with WAR. I've done many GNB runs with 3 DPS, including with casual players. It's trivial.

We have gone from healerless runs in dungeons being outright impossible with almost all compositions to now healerless runs being trivial on 3 tanks and doable on DRK.

Do you really think the variable that changed was the dungeon damage profile?