Quote Originally Posted by Mimilu View Post
As someone who is a Green-DPS through-and-through, I feel like they treat healing like its a required utility and not actual gameplay.
With DPSing, you have things like positionals, combos (or forms for MNK), weaving-oGCDs, maintaining/gaining gauges/stacks/resources, high-burst phases, and, in the case of NIN and DNC, a mini-game.
Healing is just: Use Shield before big damage, Use Burst/Regen after damage (most of which is done via oGCD while weaving your DPS spells), and some resource management (for WHM and SCH). (Having said that, healing harder content does require more skill-coordination and planning but still boils down to these fundamentals.)

I'm not saying they need to make healing more challenging and/or in-coming damage needs to go up but if the dev team is going to continue emphasizing Healer's healing kits without adding much else, they need to make the kits at least fun/interesting to play.
Something I've been talking about a lot is returning job identity by making each healer contribute to rDPS differently.

Scholar should be the healer for the "Green DPS" players, getting all of their rDPS contribution from direct, more complex DPS rotations and more oGCD healing tools to maximize their DPS up time.

Astrologian should get GCD support tools that outweigh Malefic spam for the players who want to be pure healers with little-to-no direct DPS usage, keeping your Combust up at most. Meanwhile you contribute to rDPS by adding to other players' total DPS instead.

WHM would be the happy medium, focusing more on GCD healing in an attempt to bloom the Blood Lily as frequently as possible to Throw out blasts of high personal DPS at intervals rather than trying to maximize Glare uptime.