Quote Originally Posted by AmiableApkallu View Post
Savage content (on launch) is quite literally not a "it'd be nice if…" situation.
Right, DPS players focusing on the party is only really a requirement for Savage and up… just like healer DPS optimization. That’s the point.


Quote Originally Posted by AmiableApkallu View Post
Jobs don't exist in isolation. They exist within a combat model. The two have to work together. You want jobs to change to fit the current combat model? Fair. I merely pointed out an alternate take, that the combat model should change to fit the current jobs. And really, that's a change that would benefit everyone, not just the healers, because if it is really about "the stress of mechanics", then let's see how everyone does when there's enough randomness that they can't plan out all the possibilities in advance.

I mean, the combat model, with all of its predictable scripting, is boring. Piling on more DPS buttons to push will certainly give healers an opportunity to expend more of their attention span and effort, but, my two cents, is unlikely to actually do anything about that boredom unless you introduce BLM-like failure states that are recognizable in all content (which is something that most all of the jobs lack).
So rather than adjust 4 jobs, you feel it’s the more logical solution to rework the entirety of this game’s 10+ years of content to make the existing healing kits work better? Rather than fill a hole in the road, we’re just going to build a new road without the hole?