Quote Originally Posted by Katish View Post
a good solution would be either teaching the new healers to get better and/or making the kit actually synergize better with itself (that doesn't mean add healing bloat though, in fact the opposite is better in reducing it. This would make people that are new to the role understand what button is meant for what and why; the way we have it now, the heal buttons are overloaded...resulting in newer players asking "What do I press?" [When a lot of those buttons just do the same thing in terms of healing]...or even worse them being overwhelmed by the amount of buttons and therefore not pressing anything or timing anything correctly.).
Yeah that's a good point. The modern high-level heal kit is a slew of buttons nobody ought to need. It's okay to have some extra healing buttons, but if they're not interesting for mechanical reasons, or if they're just duplications of already existing ideas, then they really ought to exist only to cover a few bases like GCD single, oGCD group emergency, that kind of stuff. Rather make the existing abilities stronger and more usable to make healers fly with a reduced set of say, 4 core heals 1-2 emergency heals and 2-3 flavour heals.

Then add a bit more damage flavor to each of the jobs, ideally with a low focus on GCDs (as those ought to be kept open for healing, in particular for newer healers), then massively increase the amount of damage to be healed, but maybe reduce the immediacy of it. That is, you need to heal 3x-4x the amount of damage, but you got 2x++ the amount of time, too. Take your time, just make sure you do heal everything, the next round of damage is coming.