Quote Originally Posted by Seraphor View Post
1. The nonsense in the first post. Literally catastrophising rubbish.
2. All of the responses along the lines of "OMG so true TC" "yep I can totally see this happening" "hit the nail on the head".
Just pure circle jerk.


I get the gripes with healing. I have my own ideas about healing. The problem is, and you can see this from any cursory glance in the healer subforum, is that the players can't make up their minds. Everyone wants something different from healing, nothing is going to please everyone. The different complaints about healing range from "it's too boring" to "it's too much DPS" with "it's not enough DPS" to "I just don't like it anymore, I want cards back".
Except, these aren't even contradictory wants.

For instance, the complaint that there's "Too much time spent DPSing (via a single, thoughtless filler button)" meshes just fine with the actual complaint that there's "Not enough DPS value (given that it's 84+% of your uptime, and healers used to have higher rDPS than tanks even when their offensive uptime was significantly lower) or agency (because offense comes down almost entirely to that single filler button)."

I don't get why some portions of the community are so quick to call the rest unappeasable because they had the gall to ask for something, say, "Greater than 4/10" on whatever design spectrum and yet, 'pAraDoxiCally', "Less than 10/10". That leaves half the spectrum, still, to work with. That's not excessively confining.

The most commonly stated desires are quite consistent and generally synergetic:
  • More agency/interaction, especially during downtime (when healing/shielding is not necessary).
  • Greater variety in our button-presses -- or, more concretely, less exponential a concentration in our CPM (i.e., not just 1 in 26 actions making up 40+% of the total actions used, all but 4 actions under 3% each of CPM, and some 30% of our actions making up under 1% each of that CPM).
  • For fewer of our actions to feel outright redundant (i.e., seeing literally zero use, per Cure/Physick) or like design bloat (see Lucid Dreaming), insofar as would not raise the required skill floor of healing beyond what we were already used to in Stormblood, etc.
  • A higher skill ceiling in practice, especially in ways that'd reward more than just looking up a fight-specific cooldown schedule, again insofar as would not raise the skill floor required to heal content by more than that ceiling is raised or beyond what we were already used to in Stormblood, etc.

To what degree higher damage intake between bursts would help or precisely how many new actions we should get in order to improve our downtime engagement or whether Cure/Physick should be outright removed will of course vary slightly, but those are the incidentals in implementing those otherwise shared goals.