Quote Originally Posted by Myon88 View Post
It's definitely a flaw of the mode if one role holds a disproportionate amount of the responsibility for success, because it devalues the effort of the 3 other people on the team.
What a well thought out and logically consistent point of view.(the entire post not just the quoted part)
The only thing that I could add to this is that in most succesful PVP games right now healers are virtually non existant because of the simple fact that the healer job is nowhere near as satisfying to play.

Most PVP games right now have multiple ways of rewarding players for playing but usually it comes down to DURING the game and AFTER it.
After it is mostly just currency, ranking up and getting a new badge, items that sort of stuff which gives you a feeling of progression.
During the game it rewards you with things like long cooldown spells that feel very satisfying to use, being able drop an enemy down from full health to about 15%, comboing someone with a friend and that sort of stuff. Generally as long as you see BIG NUMBERS of deeps your brain reacts to it and it makes you feel good. Now most of these things happens with DPS classes.

If we take a look at XIV PVP healing it's incredibly inconsistent with what the PVE team is doing in the sense that in PVE healers play a huge role to how much damage you can output as a party by doing nearly as much or as much as a tank. Not only is it inconsistent and completely against everything that PVE has taught you so far but they double down on a playstyle that is VERY boring. Topping people off every 5-10 seconds and every so often casting 1 ability to fill someone back up to full is not fun. I know healer players that could easily carry any rag-tag group of bronze playerse to Gold without even trying that hard in half a day but they don't play healer because of how unsatisfying it is. There is virtually no reward during the game and after the game you get a nice rank up and some wolf marks. It feels like grind for the sake of grind.