Quote Originally Posted by WaxSw View Post
I would also add to all of this, making the dps of healers and tanks comparable so in more casual content like EXs and below
If you mean comparable between healers and tanks (and neither are comparable to DPS), we're pretty much there already



Abyssos all bosses, 95th%


I'd much rather it be like this (tanks and healers fairly equal to each other) than something like the state of WOW:



Looking at Vault of the Incarnates (last tier), 95% Heroic (it's more comparable to our Savage). Using last tier because the current tier has only been out for like 2 weeks so the data set is way smaller


Is it any wonder people were dropping healers at the end of the season, when the healing kits of Prot Paladins (and selfhealing/mit of the other classes) were so out of control they could 1T4Dps through M+22 keys? If the healer's healing isn't needed, then the players will look to the comparison of 'what do we gain by bringing the healer anyway, and what do we lose'. And in WOW, the 'loss' was that the healer does only 20%ish of the damage of the potential 4th DPS they could bring instead. So of course they'd take the 4th DPS, especially in a gamemode where they're on a timer, more damage is always useful, and at those high key levels, you're more likely going to die to a oneshot rather than 'I wasn't healed for 10 seconds and died to bleeding out'

At least here in FFXIV, when we don't 'need' the healing, the amount of damage a healer can provide, in comparison to the DPS that would theoretically replace them, is high enough to give people cause to reconsider. Even then, you see healers getting dropped at times, like Hyd EX solo tank solo heal runs. It mostly happens when people work out the underlying logic of mechanics. For example, if the Water LP stacks in Hyd EX were 'goes on healers, then chooses at random if there's not a second healer to choose', it'd have been 2 healers every time. But it wasn't, it was 'goes on healers, and if a second healer isn't present, goes on a random tank', meaning that in a 1 tank, 1 healer, 6 DPS run, you could be certain that one goes on the tank every time and one goes on the healer every time. Making healers 'required' by forcing mechanics onto them is like, pretty lame as a way to make people take healers to things though. 'I'm only here because if I wasn't, Venom Surge would go random and oneshot half the party' isn't exactly a great feeling.