9) Healer DPS should be MP-positive.
9a) But why, you ask? This is a somewhat complicated one. The obvious reason is that MP-tight situations do occasionally happen, and might well happen more in Shadowbringers. They're to be avoided, of course, but simply standing still waiting for Lucid Dreaming or Assize to come off cooldown is less than desirable. The white mage has its Freecure mechanic that becomes relevant in that kind of emergency situation... but the scholar has lost Energy Drain and the astrologian can no longer use its cards for emergency healing - awkward!
9b) The other reason relates to players experienced with a certain popular MMO published by Activision Blizzard. In that game, MP, particularly for healers, at least as I remember it, was very tight - tight enough that at the time there was a damage archetype with a secondary focus on providing MP to the rest of the raid. I don't know if this is still the case, but... I've seen many players in leveling content use solely Cure, Benefic or Physick. These players often object to polite suggestions that they use more of their kit, complaining about MP efficiency. I believe that DPSing being MP-positive would help to establish a different mindset regarding MP economy and help newer players feel comfortable with healing.
10) Healing should be fun, and not scary.
10a) I've noticed a lot of DPS mains talk about how they're afraid to play healer or tank. Recently, I've noticed more of them being willing to try tank, and while I have reservations about the removal of tank stances in Shadowbringers... I believe that the change is justified for that reason. Healer play is still very much to be feared, though, it seems. People have high expectations for their healers, and a lot of strange expectations about what a healer is and does. I believe that a cohesive vision for healer is important to the ongoing health of the game, and the one I've set out, while not the only one by any means, is something I have strong feelings and much confidence in.
10b) There is, unfortunately... an elephant in the room here, and that is the fact that, in a 4-man group without a summoner or red mage, the death of the healer usually means a wipe. I don't know how to solve this one. We've all got stories about how the tank (usually a warrior) managed to heroically solo a boss from some unreasonably high amount of health, and I'm sure that people will find a way to keep doing that in Shadowbringers! But, that doesn't mean this isn't a problem. And, quite honestly, I don't know how to fix it, and I'd welcome any and all suggestions that work within the overall flow of the game, the balance of high-end play, and the feel of existing jobs. It's a tricky one, though.

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