Yes we do. We want engaging healer gameplay.
I think a lot of people are getting hung up on the "boring DPS rotation" angle. The fact - yes, fact - that healer gameplay at all levels of content is primarily focused around the pressing of a single DPS ability is a symptom of the problems with the healer role, not a cause. It is the end result of changes to both jobs and encounter design primarily beginning with ShB and worsening until we are at the place we are today.
Many are in the "give healers more DPS abilities" camp because:
- It's an easier change for Square Enix to make, as opposed to correcting all of the job and encounter stuff.
- The issue is more acutely observed - that one-button DPS "rotation" is where healers spend most of their time and they're not thinking about why they're in that position.
- Having more to do when leveling/questing/doing other solo activities would make it less painful.
- They're not healer mains and don't want to upset the apple-cart.
These are all fine and good points to make. However, this isn't addressing the real problem: healers spend very little time actually healing.
Let me spell it out for you - that is a fact. It's not arguable. There are objective, quantifiable data points on this.
The true causes are many and varied and can be argued all day. But here's my take on it, and these are common points:
- Other jobs - especially tanks - have had ever-increasing buffs to damage mitigation and self-healing.
- Healers are actually too powerful in their healing abilities.
- Encounter design doesn't involve many "heal checks" outside of the occasional party-wide or tank buster, and these are too easily dealt with because of points #1-2. In other words, there just isn't enough damage to heal through.
- Healer resource management (MP, job-specific resources, CDs) is almost entirely unnecessary.
- The devaluation of healing has allowed the meta to evolve accordingly (wall-pulling, encounter blitzing, etc.) and this has further contributed to healer devaluation in a self-reinforcing cycle.
At this point we have to ask the obvious question - "What should healers be?" Again, this is debatable but I think these would be widely agreed upon by the healing community:
- A healer's primary focus should be on using abilities to prevent party members from dying, either through mitigation or repair. This should require the majority of the healer's time and attention.
- Healers should have a DPS kit that enables them to complete solo activities in a reasonable time and additionally allow them to provide supplemental DPS in encounters during "downtime" from healing.
- As an innately supportive job, healers should have additional support abilities that improve the overall party synergistically.
That's it.


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