Weeeeelllllll yes. Healer kit is bloated with healing. Quite a few abilities can and should be pruned.
What I think also harms healers (and classes in general tbh) is lack of resource management (mp/tp/rage/something that uses X in order to use said ability so there is a limit on how often you can use it) and short CDs.
AllMost oGCDs for healers cost 0 mana which... why? Like seriously. We have a huge mana bar we ain't using. I swear only BLM/RDM(?) even feels mp dropping and any phys job outside of DRK doesn't even touch it.
Even if you didn't want to make mana a mechanic outside of raises... our oGCDs are way too powerful for a measly 60s CD. I KNOW WHMs want Bene to be 2min instead of 3, but outside of FFXIV Bene is properly balanced. Its an oGCD skill that heals to full no matter WHAT.
Think about that. In a game like WoW where you could have hundreds of thousands of health? Damn thing would be like every 4-6min lmao.
Reducing how many heals we have (replacing them with themed dps/support options) and fixing the CDs so they don't line up for every raidwide/tankbuster would be a simple fix for some things. Not all mind you but some.
Edit: I should also clarify that I do not equate job gauge as a resource. At least with how XIV does it. TP is closer to what I mean. Going back to WoW for example DK (deathknight) used... oh hells I don't even remember what it was called was it Runes back in WotLK?, warrior used rage, rogue used energy? gods its been forever.
Yeah a few classes build up their mp/tp equivilant, but some had a set amount like Mana that regened over time. That's more inline of what I mean.



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