
Originally Posted by
Gemina
Each healer needs a core set of abilities that will naturally make all of them play similar. They need a cure, regen, cleanse, raise, AoE heal, MP restoration/cost mitigation, healing potency buff, and offensive skills in order to work in this game.
They don't necessarily have to play different, but rather 'feel' different. Giving each of them variations to their fundamental abilities goes a long way in making this happen. Such claim only needs to go as far as a WHM, SCH, and AST's very basic heal spell. They all do the same thing, but make each healer feel very different. Further diversity is where balance issues come in, because when you give one healer something another doesn't have, the other healer(s) need to bring something to the table that compensates for it.
I think an easy way for SE to plug and play with the healers is with their offense. The shear number of DPS jobs shows why this would be so easy. It's just more flexible, and each healer has their own flashy way of doing damage. It's pretty much that way now, and the cause of the imbalance is due to the utility each healer brings. It honestly should be an easy fix imo, but SE just loves to complicate things.
I think a healer like dancer can really bring something different to the table. Those core abilities would still be there, but they would have a different way to go about it, but the HUGE difference would be that we would have a healer that heals damage through either melee or ranged melee attacks. I believe ranged would be better as FF healers typically don't belong in the fray.