The thing is, healers are supposed to be healers, not dps-lite or green DPS (no matter how much the community insists otherwise). Take any old-school FF game and you'll often see WHMs with ONE damage spell, or rarely two, and their gameplay loop is generally "autoattack when not healing" until learning Holy late in the game. Now, I'm not saying it should be the exact same in an MMO (different formats/combat systems), but that this is kind of what healers have traditionally been.
In WoW I healed on Paladin, Holy Priest, and Druid from BC to...I think Mists when I quit when Warlords launched. MOST of your button presses were heals, because the healing requirement was higher.
I think it was in Cataclysm when Druids got Wrath [of Nature] (their Glare) at 0 MP so you could cast it freely when you didn't need to heal. Because of how MP5 (mana per 5 seconds) worked in that game (you would regen more the larger percent of that 5 seconds you weren't casting), healers would actively NOT take any actions when not healing because it was necessary for MP regen. I remember the Wrath change because it meant I could deal damage without gimping my healing, as before then, you legitimately wouldn't cast damage spells or just the odd Moonfire (instant cast DoT). Indeed, WHM is often likened to WoW's Resto Druid, and its damage kit today is comparable to Resto Druids' when I played WoW. The difference is, in WoW, my Resto Druid had to lean a lot more on its healing kit...and oGCDs weren't a thing (I don't think...), so those heals all counted towards your GCD presses. The healing Druid damage kit as basically Wrath (Glare) and Moonfire (Dia), and they even worked the same, with Wrath being a low MP cost spamable nuke and Moonfire being an instant cast DoT.
My buddy who played a Resto Shaman noted that their version - Lightning Bolt - actually regenerated mana. Though I don't remember Shamans having a second damage spell at all, so it was JUST Lightning Bolt over and over when they had no healing to do.
In Wrath of the Lich King, Holy spec Paladins (Healadins) were a one button pony. You would target one tank and put Beacon of Light on them (copied all your heals to them), target the other tank and spam Holy Light for most of the fight. You'd use an instant cast Judgement spell on the boss every 20 seconds or so to keep up one of two buffs for the raid (usually you'd have two Paladins with each doing one of the buffs), either a HP regen on hitting the boss or an MP regen on hitting the boss. So imagine WHM with just Dia and Cure 2 and you chaincast Cure 2 for 90% of the fight. That was Paladin healing in Wrath. This was actually optimal due to their kit and spec (stack crit, regen MP spent on spells due to crits, and spam Holy Light for days without running out of mana), moreso than mixing it up with Holy Shock (an instant cast medium heal that could also be an attack when used on enemies) or Flash of Light (a smaller heal that was more MP efficient) since you had all the MP regen going on from Holy Light use anyway.
All of which is to say:
1) If we actually had to heal more (and use GCDs to heal), then the healer "filler" kits wouldn't feel so stale.
2) The current dps kits on FFXIV healers isn't really that different than DPS kits on other MMO healers circa 2014, we just have far less TO HEAL, far more oGCD heals to weave instead of using GCDs, and so we lean on the DPS GCD kits much more.
They WERE doing more damage. The complaint was they weren't doing more damage ENOUGH for the "more work" they felt they had to put in. This was entirely what the ShB kit gutting was predicated upon.when are we talking about? because in stormblood the main complaint wasnt that ast and sch needed to do more damage. they were already doing more damage.
EDIT:
Correct, which is why it was eventually just made into a damage CD and then eventually just removed.in HW the main complaints were that cleric stance made dpsing scary or whatever and that "my cohealer is chadding me !!!!!!"
It most certainly WAS NOT. The complaints were the reason the kits were gutted. That and to address the healer shortage the Devs decided was from healing being "too hard" (which is why boss damage was reduced relative to the power of the kits). THEN the complaints morphed into "Well now I'm bored", at which point we got the "Oh, don't worry, this is just the first tier and later tiers of the expansion will require more healing and stress your kits more". And...they ended up not doing that so much. Of course, now that has morphed into "Just play Ultimate"... <_<it was only after shadowbringers busted sch and asts kneecaps that the complaints about damage performance started happening.
But the reason the kits were nerfed IN THE FIRST PLACE was a combination of the "healing is too hard", "my healer isn't DPSing enough for my liking", and "SCH/AST have to do more work than WHM but don't do enough more damage, buff our damage since we have to do more work", collectively.
BLM is hard due to positioning and fight knowledge requirements. Its core rotation isn't really all that simple when you get into optimizing it. Contrast SMN, which IS simple.i personally would not be complaining unless whm was somehow top dog while pressing 1 key and astro had 40apm only for it to be always worse. but thats a balance problem, not a gameplay one. numbers can be easily tweaked.
either way i dont think whm being simple means it needs to be simplistic. PLD's rotation is simple, and yet you have probably heard the jokes about PLD being an microsoft excel main. black mage is a simple job with the highest skill ceiling in the game.
a job can be simple without it being shallow, and things can be easy without being boring.
PLD's rotation isn't simple (though it's not particularly complex, either); WAR's rotation is simple. PLD's is just rigid, though GNB's is more so.
One problem is "boring" is up to personal taste. I find current healing pretty engaging when I'm doing Extremes or Savages, but I don't have a static and so don't have anything on "farm", either.