Quote Originally Posted by Shurrikhan View Post
This seems... fine(?), but is very weirdly roundabout way to buff (TBN) or nerf (BW/NF) a single outlier...

If you don't want target-scaled sustain to trivialize content, then you need to provide compensatory kit and context to the competing jobs and amp the difficulty of content to match (and, technically, the amp contribution of other roles each in compensation, which then obliges amping the difficulty of the content yet again)... or you just fix the scalars where broken instead of raising the house to deal with the single floorboard everyone trips on.

Of the two, the latter is the far less costly and far less error-prone.
I feel the same way, but the obvious solution of reducing WAR healing isn't liked by some. I don't really understand it but also I don't want to dismiss differing opinions. It would also be nice to move the discussion toward a consensus.

Quote Originally Posted by MikoRemi View Post
Healers aren't fun because they don't have a proper rotation.
DPS do, so if you want a rotation you can play that role. Turning healers into DPS is taking away from what we have so it's not preferable. More attack options would great for healers, but they should also remain healers.

Dungeons are just a small part of the game and expecting the game to be balanced around that and not higher end content is the bigger cope.
A small part in what way? A large portion of the player base participates in them often and they're the most accessible (in terms of preparation, you just queue, no need to find a party or look up guides) form of content we have.

Whatever the case, at the end of the day WAR is enough of a problem in dungeons that people are complaining about it.

Make healers fun, not at anyone else's expense.
As long as FF14 is a multiplayer game, party cohesion is going to be a design consideration. Classes that negate other classes are undesirable exactly because they exist at other's expense. It is possible to change the rest of the game to address and issue like that, but obviously that's less likely to happen than fixing the problem itself. It's also a bit unfair to people that don't want to see the game they like become something different.

I have my own ideas about what I'd like to see changed but I don't request things that don't fit with the spirit of the game. Reducing WAR healing in one specific context hardly seems difficult or problematic. If your concern is never wanting to reset a boss no matter what you don't even need Bloodwhetting. PLD has had that capability with Clemency for a while, but Clemency at least fills an emergency role that doesn't clash with healer responsibilities.

While reigning in WAR would do a lot to help dungeon healing, it's not the source of healer issues, and that is well understood. Yet, there is no denying that a self sufficient tank (or any role) is problematic for the game. Personally I'd like to remove self healing from tanks entirely. If it must exist anyway then keep it to a reasonable level so that healers can function as they were designed and as healer players expect them to.