No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.
To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)
(Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)



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