I'm honestly not sure. It's not something I've really thought deeply about from the XI perspective.
In short, no I cannot imagine it as primarily a healer. But I do pretty well imagine it exactly as a DPS with a versatile, largely utility-focused DPS. That's partly because that's the only thing I can imagine warrant even calling it a RDM, and partly due to personal wants.
To put those wants concisely, I really like having extra options and tend to enjoy burden of knowledge aspects. I like close combo play between different players, methodologies, and/or classes. I tend to dislike anything that standardizes or flattens choices that could otherwise bring out those aspects. I love undermechanics, and tend to dislike redundancy or lacking identity/distinction (as between two abilities identical except in name, etc).
What I ultimately hope RDM will do is bring some consideration back into matters of composition, especially for sort of "midcore" content (essentially, casual contents being played by try-hards, if you will), and introduce a bit more synergy and broadened view of responsibilities and opportunities into the otherwise rigid role system. I'm tired of so rarely having to think of anything outside of damage-dealing as a DPS. Dealing the most I can over a mechanics-heavy fight is fun, no doubt about that, but it lacks a lot of the satisfaction of doing that while kiting around a giant who likes to one-shot people. Honestly though, the best examples go much further back...I'll just put it this way. When leveling in ARR, it was often faster for me not to take a tank at all for certain dungeons if a had a CNJ or post-sleepga THM. I've commonly Bard tanked them without taking any melee damage, even while holding enmity just fine. My all-time fastest dungeon spams were as BLM and 3 SMNs. One Titan, two Garudas. Sleepga, focus, Bane, melt. If heals were necessary, Physic was still 400 potency to Ruin's 80, so until MND was split from INT, it really was a better use of output for a SMN to heal than for a SCH to waste pet dps. Granted, especially prior to the AoE damage taken, this meant certain vulnerabilities as well. Various dungeons had different ideal combinations back then. But then for whatever reason development decided to make most dungeon mobs immune to not just sleep, not just binds, but just about everything but stuns, limiting such options. The dungeon-running conventions we have now are often a result of that in combination with the comparatively massive healer burst output available in XIV, wherein a tank will doubtlessly be needed anyways—well, technically not; I've tanked every HW dungeon as DRG and MNK each, and healers can probably technically solo most—and the bigger pull, the better because what control can you really lose out on that would matter? I that this exclusion of fine control and alternatives would exist in raid settings, but consider: it's actually fairly new for that to be the universal rule. Heavies and binds were still of massive use in certain parts of Coil, and it's only after level 50 that sleep immunity went ubiquitous in dungeons.Altogether, I'd just want to see almost anything that could shake up that setup, and provide some thought and alternatives. Granted, it'd currently be hugely difficult to implement in a DF setting, where you do need a minimal level of mitigation, healing, and DPS between all party members, and can't typically rely on hybrid capacities or components with the community as it is right now—even if a party of DPS did, between them, have all the factors necessary to run a particular dungeon, between burst healing, sustainable healing, mitigation, utility, or just the eHP enough for large pulls or tankbusters, most DPS aren't used to thinking outside of their own role that much. But that's the optionality I've love to see down the line. Jobs as toolkits, not just split roles. Even if RDM could only just barely introduce that mindset right now, with certain balancing or instance design changes or additions to come much later, I'd love it for that. I want broadened responsibilities, more interaction, more coordination, more synergy, more use of my full toolkit... and in some cases a slightly larger or better toolkit may be needed to allow any of that seemingly extra stuff to come in handy at all.
I feel kind of conflicted on this subject. For one, I like what 1.0 seemed to be going for originally, when you were creating your own job and hero simultaneously through various learning paths. I find it sad that cross-class skills are all that remains of that, and am therefore hesitant to wish them gone—especially being the very last thing going for the all-classes-on-one-character selling point of the game or pushing for players to even experience more than one class, where in fact putting all on one character disadvantages alt-gearing where using separate characters would not—but it often has all the attractiveness of refuse. It feels immensely awkward to have 80% of your SCH or AST's dps gated almost arbitrarily behind a level 6 CNJ ability, GLD 22 just to participate in raid tanking, or LNC 34 just to get the most out of your Machinist. That said, I'm not sure I'd like to see entirely seperate near-equivalents either. I'd probably prefer that Warriors have Challenge, Dark Knights have Beckon, and Gladiators have Provoke, for instance, but can choose to swap out their native ability for another's or even take both. To me the big issues are simply identity, engagement, and intuitiveness of acquisition. There are plenty of other changes that can better secure identity or engagement than trading out all cross-class skills for class-specific versions. Nor do class-specific version necessarily mean, or are the only means to, better integration with class gameplay for the function that cross-class or newly native skill covers.
Ideally, I'd like for classes to be revised to carry more significant, gameplay-affecting or undermechanics-creating traits, many of which can be cross-classed. But what do I know? I still want physical level back so that the whole leveling experience across or including multiple classes actually feels cohesive.



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