No, you're definitely missing mine. Sure, good players are going to more often not stand in the bad. But take pretty much most other multiplayer games with healers where they pump out enough unavoidable damage to the point where FF14 healers would be causing wipe after wipe if they only tried to heal with a single oGCD.
In FF14, healers that play with good players and are good players themselves are rewarded with... nothing. They get to spam 1 some more. They are the only jobs actively punished for playing well. Tanks have it kinda bad too, but for healers it's so much more exacerbated.
I've said it before - FF14 healing doesn't give, at least to me, the sense of satisfaction you get from other games. As you and your fellow players get better at the game, you eventually don't finish a tough fight and think "phew, I managed to keep the party up with my healing" and instead think "phew everyone played DDR correctly". When your success as a role is tied more to whether or not everyone played DDR correctly and not whether or not you actually used your kit properly, *that is a problem*.
WoW mythic dungeons are such a wonderful example - the content actively gets harder, the healers are actually constantly challenged, that resto shaman isn't sitting there casting lightning bolt for 80% of the dungeon, he's using the entire kit that was designed for him.
As Renathras said above, it's a flaw with the game's encounter design.
Telling someone to "play with bads" as a means of getting satisfaction from the role is... well, BAD.
EDIT: now that I'm thinking about this, I realize I think Guild Wars 1 healing was probably the most fun healing I've ever had. Considering the creativity you had with putting together builds and the lack of actual tanks and an AI that actively hunted down vulnerable targets... gosh dang that was a fun time. Let's go healer necromancer!



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