And whether the "support roles" should do equally as much DPS is worth discussing. It just doesn't fix the underlying issues with healer gameplay, namely that it consists of spamming the same button for 50% or more of a fight. Increasing the damage of that single spell wouldn't change this.
Whitemage's damage profile is what we consider "selfish" meaning that it's only contribution to the "expected damage" is what it's attack spells provide. Tanks fall into the same category, they may have damage buffs but those only apply to the tank itself.
There wil always be huge gaps between SCH and AST compared to tanks in a solo scenario, there is even a sizeable gap between those two and WHM/SGE. Scholar and Astro have lower personal damage because they provide damage boosts to the party. But when there is no party to provide those boosts to (or even less than 7 other people) they quickly fall behind because their main source of indirectly contributing to damage is negated.
That's a slightly different discussion though, the overall value that a role provides to the party.
And I agree that tanks should not have decent damage output, party mitigation and high party sustain on top of that. Because now they're starting to infringe on what the healer role is supposed to uniquely bring to the table. Just like Heavensward tanks were infringing on the damage dealer's role.
At most the tanks should be able to sustain themselves for a time, not the entire party if damage frequency is as low as it is in dungeons for example and certainly not indefinitely.
That's one of very few arguments I could think of for not making the two roles do equal DPS, and it's not even a very strong one. Like I said before, as hard as it may be to mess up your rotation on a tank nowadays it is at least still possible. You could drop Storm's Eye, you could waste MP on a TBN that doesn't break, you could drop your combo and miss a cartridge.
Healers don't have a rotation, they spend at least 50% of all their attacks spamming the same button, it's incredibly hard to mess up because you can slot those in at any time, no combo or resource buildup required. It is streamlined to a point that it has become insufferable to actually play.
The other would be that now that healers provide more DPS their expected contribution also increases. This is only going to widen the gap between people who can spam Glare 180 times per fight and those who can't, because every Glare you don't cast is an even bigger damage loss than right now.



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