Quote Originally Posted by Semirhage View Post
I'm trying to figure out what the root cause of this was. It's likely a list of reasons. Heavensward design was the best for this (WHM needed something extra to manage, but that bridge has been crossed). And then out of seemingly nowhere, job design directly was like, "no wait, let's double the heals and halve the damage spells, they'll love that!"

Was there some invisible complaining Sylphie contingent in the Japanese forums that hated everything about Heavensward design?
When you think about it, Dark Knight's got a similar treatment, it was a Heavensward job, it was still fine in SB and they lowered its skill floor, but now, it's a shadow of its former self IMO, but at least I can still enjoy playing it.

But the impression I get is that they don't understand how this particular balance works when it comes to healing. Yoshi P's reading of the patch notes I think is telling of this:

On SCH's Energy drain adjustments for Patch 5.4
The dev team wants you to use Aetherflow more on healing. To compensate on the nerf they buffed the DoTs.
This helps confirm thoughts I've had in a previous thread before, where I've suggested that the devs are looking at the wrong numbers. It feels like they can see, for example, healers are DPSing for 70% of a run and healing for 30% and want to balance those percentages better. But they think this is resolved by reducing our DPS abilities and adding to our healing abilities. Maybe they thought it was because people were getting too hung up on their DPS rotations? By as we know, it just means we're more efficient and it's more boring, because we don't have anything much to break the monotony. And if anything means we DPS /more/.

But Yoshi's comments here are, well, backwards. It seems they think creating a disincentive to DPS means that you will save more abilities for healing. But if, say, we had 20 DPS skills, that 70%/30% balance would remain more or less the same. Because people are taking the same damage and the efficiency of our healing spells remains just as effective. I think people erroneously believe that it's people's DPS drive that means healers don't heal as much as people think they should. In addition to that, as we've seen from some complaint threads, people think somebody who lets you drop below 50% isn't healing enough, so these players tend to misunderstand how efficient healing works too. But maybe I can see how when looking at it from "these people are too driven by DPS" that you might see the logic in "we'll disincentivise their DPS aspect so they focus more on healing".


So I think it makes sense that people more erroneously think that healers are too driven by their DPS to focus on their healing, especially if that healer makes a mistake. But the question that doesn't seem to be considered is on why healers seem so focused on DPS? I mean, we've seen the comments like, "if you want to DPS so much, why don't you play a DPS job?"

Of course, most of us who hang out on the healer forum probably would say something along the lines of "it's because it's more efficient, we only need to heal you enough to keep you alive and this game is scripted meaning damage is predictable and as a result we have nothing else more to do than DPS."