Quote Originally Posted by Fendred View Post
As a guy who mained scholar through the first coil of bahamut back in ARR, I have to wonder if the reason all the healers have so many excessive cooldowns is because of how early scholar performed in dungeons. The way Mobs outputted damage was designed differently and dungeons weren't built with the idea of people wall pulling. In that environment people just kind of died during mass pulls if things went wrong because the only heal a scholar had that was as strong as Cure II was Lustrate. We could adloq, but damage came in slow, heavy burst that would take out the shield and then more than the amount healed by a significant margin. So if you had a good group with a scholar things went fine. Things would go south on a big pull if a person was not on top of their game. Stuns, timed knockbacks, snares... basically everything was used/needed.

And I think the player feedback they got indicated the player base in general was a little intimidated by it, since the devs decided to take that away.

The way things are currently designed, there is almost no active coordination with the healer in normal content. There was some challenge during the initial launch of Endwalker when we hit Palaka due to item level, but that is pretty much the case with all expansions.
I remember when tanks wall-pulled Baelsar's Wall and everyone in the party needed to be extra careful and alert. It had so many enemies that dealt quite a bit of damage if you were undergeared, and a couple of ranged attackers who would load their target with DoTs for you to use Esuna spells. We never had anything quite like it since. As of now, pulls are only spicy if there's absolutely no care whatsoever. If tanks don't use cooldowns, if aggro is ping-ponging or if the DPS just don't mow mobs down.

It made healing a lot more straightforward, which in itself was a good thing. But we lost a lot of the challenge and the thought that went into being a healer.

I wonder. If people ask for the game to revert a little back to such a design philosophy, we'll likely have people say "If you don't like the way the game is now, the game isn't for you". But odds are those would be the people who asked for this current design to be implemented. And they stuck with the game even when they didn't like it >,>