Quote Originally Posted by XiroGear View Post
I won't argue with that. though while I would have no issues with seeing that, given how they've removed Support abilities from DPS and Healer Jobs, I'm not going to hold my breath for this...
Those reductions, though, were primarily made because either
  • the tuning (see: extreme Enmity buffs, nuked relative healing requirements, etc.) or forms of mechanics (say, a mob on which tanks must hold threats but could one-shot said mob to keep Shadewalker useful despite aforementioned Enmity changes) required to maintain their relevance was watered down past some critical threshold, or
  • they were primarily just a pretense of complexity that made one job's ability to do anything (i.e., literally just to cast) --without what would be cripplingly poor play otherwise (using Cure I where possible instead of more expensive options, or even spending time idle for mana conservation) or terrible stat optimization-- dependent on other jobs, for whom those actions still had nothing much to optimize or the timings of which were forced due to other priorities anyways (e.g., halving enmity).

Some of them were outright poorly designed; the rest suffered specifically because of the same changes in context (e.g., encounter tuning and mechanics) that worsened how it feels to heal.

If that context is not addressed, I suspect being a healer will become/remain smothering regardless of whether you're holding your breath for such changes.