Quote Originally Posted by Marxam View Post
I feel like a lot of the "healers don't heal" issue can be solved by increasing raid damage. Tank busters are trivialized, especially if you have a WAR. Raid-wides don't happen often and are predictable. Lack of add phases spawning with the main boss present. All these are missing in 5.0 savage. It wouldn't solve everything but putting your healers in more situations where the tank will die or a party member needs to be topped off for a mechanic, it would encourage them to heal more.

Maybe they should double down in the healer job gimmicks? cards, lilies, faeries etc. Imagine playing AST and most of your gameplay around healing and manipulating cards by placing them on the field, players, and enemies. Maybe WHM plants lilies on the ground and it eventually grows in to a larger aoe that heals whoever stand in it and damages enemies. SCH could get its tactical abilities faerie utility back, i.e aoe esuna, shadowflare. Maybe have two faeries out at the same time and combine them to make Feo Ul appear. /showerthoughts
Funny thing is, leveling dungeons are tougher than end game ones.

Remember getting chucked in Bardam's Mettle? First time in Holmister Switch having to single pull until you started figuring things out?

Vs

Pagl'than where Bahamut hits like a literal wet noodle. His "Devastating" attacks barely do 20% of players HPs.