Quote Originally Posted by IDontPetLalas View Post
I could understand that if the overall DPS contribution that was necessary from healers in order to beat enrage was capped at a specific percent.
Not beating enrage may not be that much a concern but I also don't think they really want a good team to beat content far faster than what they expect. It could also lead to a larger chunk of the playerbase to complain they made things too easy.

The reason being that DPS can be contributed via a number of ways, which does not necessitate the complexity of the DPS jobs -as a number of people have argued it could closer to that of the tank jobs.
I did say at the time, so I don't now. Don't quite understand what else you're trying to say here.

The "wildly" is a matter both of the individual skill, the design of the encounter, and the job design - for example, what if some healing skills also dealt damage (like macrocosmos).
That's why macrocosmos is just the same potency as malefic, and pneuma the same as dosis. They're barely different from just having yet another oGCD heal (outside them being a gain against large pulls).

To be clear I'm not saying it's okay that things are the way they are, but I sure would like to understand what their reasoning is if there are other things than just "they're lazy".