We're back to the original problem, that is, prog is fun-ish for us. We're learning new mechanics, people are dying to stuff, we're triaging as well as triage can work in this engine. The issue arises when we're trying to reclear. Knowing the fight lessens our healing required, and ups our Glare time. Not standing in bad lessens healing required, and ups our Glare time. As we improve at a fight, the variance in what we press actually goes down, in an inverse relationship. We drop safety shielding, we drop spot heal GCDs on tanks, we drop that Regen I used to use for Natural Alignment, and replace it with another Glare. This idea doesn't fix that, is my point. I'm not saying it's a 'bad' idea, I'm just saying that I don't believe it'd work in this game for various reasons. And that even if it DID work, the gain would be so little, SE wouldn't consider it a viable use of resources to implement. Which is why I aim at other, smaller scale stuff.
I'll save you the trip: I miss aggro and positioning as tanks. One of my favorite bosses in WOW right now is Kurog, who has 'the quarter of the arena he's stood in gives him a different moveset'. Fire drops puddles of lava, Ice has 2 stack markers, Earth has adds, concentric circle AOES and heal absorbs, and Storm has TwinBolt from O1S, and Towers to soak. Basic in theory, but very fun to execute. But I'm not saying 'find a tank who wants to have aggro as a mechanic', because a lot of them do, myself included. Back then 'pushing more damage' felt like a reward, for skating the line between defense and offense. Even if DPS checks were made with 100% DPS stance uptime in mind
What I mean is, a tank who wants ONLY aggro mechanic, all of their moves converted to say 'generates X potency' instead of damage, etc. I don't doubt there's someone out there who would want that. But like healing, aggro is binary. You have 'enough' and therefore are the one with the attention of the mob, or you don't and you don't have the attention of the mob. Likewise, you have enough healing and you're alive, or you don't, and you wipe
By playing it safe to avoid upsetting people who would panic if the kit didn't contain a Medica analogue, is my guess
The community love to hear one thing said by one 'big name' and run with it. MCH cleared Week 1, even with the scuffed HP values, but people still go 'dead job omegalul'. Yeh it needed some buffs because it was behind a little compared to DNC or BRD, but a clear's a clear. Doesn't stop some tools in PF locking MCHs out of their week 16 P5S 'going for clear uwu' party. Same has happened in the past. WAR dead this tier, DRK dead in UCOB and then magically getting worldfirst, MNK dead at various times because the NIN DRG BRD MCH comp was too good, people never seem to understand that 'viable' and 'optimal' are very different beasts. Anyway, the point is less about how some groups say 'swap from SGE to SCH cos it's 100 dps more', this idea runs the potential for people to say 'swap from Dedicated to Support, cos it'll get us literal thousands more DPS'
You really wanna see toxic midcore players who have no idea how to understand what caused a wipe, throwing shade at a 'Dedicated Healer' after a wipe even harder than they currently do? Because I can almost guarantee they will. I reckon I can even predict what they'd say, something along the lines of 'your only f*** job is to heal us and you cant even do that right', something like that? Doesn't matter if 'people blame healer already', more responsibility for HPS lumped onto one healer will mean more blame when things go wrong. Like I said, if we die to lack of mit, first blame thrown is at the shield healer, even if they use 3 mits and a Deployment.
Laughs in Panhaima, but yeh, the main reason people bring 2 healers for a lot of EX farms is not actually for the healing, or the 'safety' or whatever. It's because mechanics target certain players. People did 1 tank 1 heal runs of EX2 not just because it's faster, but because it was consistent who the stack marks for Water would go on. If that went random because of missing a healer, it'd have stayed as a 2heal fight. It'd be hella funny to see a curveball raid that required 3 tanks or something, though people would probably just do it with 2 tanks and have a DPS as the third, like a RPR or something
Yeh, we get our party members from a random pick. Set aside the Savage for now, lets use Normal mode raids. If we want to have the roles really stand out, I'd estimate Dedicated healers would have to be 2x as strong on HPS output as Support Healers. Any less and you'd probably just run 2x Support and be fine. So, if the game throws you, idk, a new level 93 trial, which is designed with the new paradigm in mind, It gives you 1D/1S, and it's working how it should, cool. But what if it gives you 2 Supports? The equivalent of 2 SCH now, HPS checks have to be built to factor that in and be clearable by that comp. So the healing is 'tight but they can do it'. On the flip side, 2 Dedicated healers is going to be like WHM/AST paired up against a HPS check now. You just don't need that much HPS, most of it is wasted, CDs are left unused, Gauges are left capping. So the change only really affects High End, which, again, doesn't help solve the issue that veteran healers have of 'this EX roulette is pain'. Heck I did one earlier as SGE, and I decided 'you know what, once the barrier goes down, I'll keep track of which buttons I never press', and this is the result:
And I get the feeling that, as a Dedicated Healer class, this would be the average EX roulette too. Stuff just doesn't hit hard enough to justify it. It can't, while SE is on their 'oooh we have to protect the healers from stress' thing. Oh, and also while it's on my mind, we had this idea with the MT/OT split. That never went through, and I think the same logic applies here.
Give us big unrestricted pulls, I wanna see some Algethar Academy tree-boss roomwide pull in this game, at least that'd force us to GCD heal (probably)