Quote Originally Posted by Tweets View Post
In my opinion, what's good for the goose is good for the gander. Healers should have a simplified DPS rotation equivalent in complexity to Tanks' which outputs a reasonable amount of healing (either directly, such as triggering a Regen regularly, or indirectly, such as generating stacks of a resource that can be spent on healing).
The healer should have no "DPS" rotation what-so-ever, because that means they won't have their attention on healing. And a "healing rotation" is pretty pointless if the DPS can avoid taking all telegraphed damage, which means that at worst, you only have to press cure-2 once every minute.

Now, imagine a situation where they make the regular content have a constant bleed. Nothing in the healer kit permits you to both move around the AOE telegraphs and heal every 2 seconds.

The healer is the only role that has to look at the party/alliance HP bars. Their focus should not be on doing damage, but keeping their party at full health, and that tends to be easier the older the content gets, because Medica-2 type party regen is a thing. If they took all regen and healing AOE's out of the game, and you had to click every party member to heal manually, it would be impossibly difficult to recover from party damage. Notice we have multiple "party heals" but not "party esuna". Whenever the party gets hit by a pile of cleanable debuffs, you have to spend like 16 seconds trying to remove them all, but most debuffs don't last long enough to worry about, so few people even do this.

Like I would like to see the game actually drop 2-minute long cleanable debuffs that reduce the player damage to 1 (Eg mini/frog/kappa/chicken or something) that the healer has to remove to make DPS happen again. Not these "drops off in 10-15 seconds" ones. Like some of the better instances of this was the "bomb" debuff in the Amon fight in Syrcus, and the doom debuffs in a few fights (The Wanderer's Palace (Hard)) which we did see a fair amount of in the Endwalker raids.

This is how I would design an encounter to have a "fair balance" for all jobs:

Stage 1) until 90%, telegraphed AOE's
Stage 2) until 60%, cleansable debuffs that hit only the DPS (eg mini, slow/heavy) + telegraphed AOE's
Stage 3) until 30%, debuffs that hit the DPS and Tank (doom) + floor-wide AOE's
Stage 4) until 10%, stacking bleed debuffs (eg poison) on all players that require the healer to party heal every 2 seconds if not cleansed
Stage 5) until defeat, enrage wall debuff to prevent tanks from being able to finish the boss (tank only does 1 damage) and if not finished in 60 seconds, 9999999 damage.

So one third of the fight you need to use Esuna, and two thirds you have to actively heal bleeds.

If certain tanks weren't practically unkillable without the healer, that means the entire fight has to have more things the tank and dps can not self-heal out of. Which to me speaks of poor job design if they're not willing to remove the self-heals from the other jobs. If everyone can heal, then the healer needs to basically be tasked with cleaning debuffs, or over-powering bleeds.