While healers are indeed too powerful, I don't believe that a simple flat nerf to healing job abilities is what will fix healing. It needs to be a multifaceted solution that touches all jobs and the many levels of content we have.
- Nerf problematic healing abilities of tanks and dps, like what was done to Reaper's Arcane Crest. Reduce the amount of % party mitigations the dps have access to (ideally zero). Reduce the amount of party-wide heals/shields tanks have access to (ideally zero).
- Nerf healers' healing abilities according to a careful balancing plan, not a flat %. Put some oGCD healing abilities on the GCD. Remove or merge some healing abilities to make room for 3-5 extra dps buttons. Restoring MP should occur when using specific heals or damage spells and require active thought throughout the fight and not a simple button press every 60s.
- Change the incoming damage patterns in new content to be more frequent and unexpected and randomly targeted, not necessarily more potent.
- Increase the damage of boss autoattacks in new content and add more unavoidable damage patterns that affect the whole party.
- Cap the item level of old content to what was obtainable in the patch the content was released. Retune some old fights if necessary to keep them clearable after the rework.
The details on how this is done in practice should be the responsibility of the staff member in charge of designing and balancing healers. If there is no dev in charge of that assignment, one should be hired immediately.




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