Quote Originally Posted by Absurdity View Post
The thing is, it would not just be a grind but also a pointless change that does nothing but make solo content slightly more of a chore.

The self sustain is probably the least of the issues. Sure, you might not need a healer for dungeons but you didn't need one in Stormblood or Heavensward either, dungeon difficulty has been a joke for a long time and is intended to be one anyway.

In the more difficult content you do not plan around Second Wind or Bloodbath, just like you don't plan around random blocks or parries, so whether or not they exist changes nothing about healer gameplay.

The only healing that actually has a noticeable impact would be warrior's Nascent Flash and it's cooldown is also too low and it's healing too varied to really take it into account when planning out your oGCD usage on certain mechanics, besides being the only thing warrior has going for it atm.
It might be a smaller problem compared to others, but it still does it's contribution towards the big picture that is the current healer, and the excuse of "it has always been like that in dungeon's" doesn't mean it should stay this way just for convenience's sake. As Saefinn already said, most of the time, you'll be doing DPS inside a dungeon, and dungeons are something every single player does. Removing those self sustain Skills might not be able to fix the problem in one go, but it tilts towards the desired outcome by one step, which might turn that 70% DPS & 30% healing maybe into something like 50% DPS and 50% healing.

And i dont think that investing a few Gil's into Potions which any NPC could sell in low quality could be any issue. If you want something stronger, then you better be ready to invest into Alchemy.