Here are some general thoughts I have on what I'd like to see in the future:
1. Rebalance DPS values between Healers and Tanks to be much closer.
- Healers are currently last in line to get their gear in many premades groups. This would at least allow healers to be interchangeable with tanks in terms of gear priority.
2. Rework the cleansable debuff UI to make cleansable debuffs far more visible, and make cleansing a more common choice.
- Introducing more examples of debuffs that can be removed through Esuna would not only create more opportunities for healers to engage with a non-DPS tool, but would also increase the value of cleansing as utility. The key here is that more debuffs should create choices rather than ultimatums. I'd also like to see White Mage get an OGCD AoE Esuna on a 90 or 120 second cooldown if we were to see these far more frequently as this would allow White Mage to actually compete with utility like Expedient or the healing check negation of Macrocosmos. I know AoE Esuna was a Scholar thing, but Scholar already has Expedient, and I personally feel AoE Esuna is far more a White Mage tool than a Scholar one.
Examples of cleansable debuffs we could stand to use often:
Disease/Reduced Immunity
- Reduces HP recovered. Having something like a 50% healing reduction creates an environment where the healer can choose to heal through it, but removing it might make healing checks easier. Disease also applies a reduced movement speed effect, though not as severe as Heavy, while Reduced Immunity is just reduced healing.
Misery
- This increases the amount of damage taken by the party. Similar to the Disease example and can be ignored through proper mitigation and barrier application, but can also be cleansed for a safer strategy.
Damage Down
- If it can be removed through Esuna, it can be a DPS gain to spend a GCD removing a DPS's attack down. If we change current examples of attack down received through failed mechanics to be cleansable, this also allows healers to better correct their teammate's mistakes, but also doesn't kill the player if left untouched, so the healer can focus on healing if it's big, messy situation.
Poison/Bleed/Frostbite/Pollen/Windbite
- With the increased use of DoTs that must be healed through, making those heavy DoTs removable with Esuna may not be necessary, as again it can be healed through, but offers to opportunity to make the job easier, particularly if a TB DoT goes unmitigated.
Doom/Necrosis*
- I would change all instances of Doom and Necrosis to to removable through either Esuna or by healing the target to full HP. If you create the choice, it allows the healer to decide which angle is easiest to accomplish. This means you could increase the frequency of these debuffs being used on the party without creating a necessity to use Esuna every time.
3. More frequent appearance of chip damage occurring in all forms of content.
- We've gotten to a point where too much of a fight is waiting for a boss to execute on avoidable mechanics and doing nothing else. Others have mentioned boss auto-attacks while casting as well as possibly returning critical hit autos, but there are other solutions as well. Create orbs that must be popped, towers that must be stood in, or AoE/random targetted damage taken from external sources like targetable adds. The damage from these, especially in environments like dungeons, doesn't have to be a lot. Maybe someone takes around 10%-20% of their max HP from these unmitigated, but occur once per 10-15 seconds or so.
4. Approach healers the the same way tanks are handled.
- While there's something to be said about tank homogenization as well, healers are constantly coddled when tanking is far more challenging since tanks often have entire mechanics that only they have to resolve. Healers should have a similar ratio of offensive actions to healing actions that tanks have for offensive actions to mitigation actions. You can still have 1 more simple healer and 1 more complex healer like the tanks, but that shouldn't mean 60% of your actions are whatever flavor of Glare each job is sentenced to.
Overall, we can start with one thing at a time, let people become comfortable with that change, and gradually work on the others. Start with a healer kit rework and the improved debuff visibility, and gradually introduce more damage and debuff application into all difficulty thresholds until we strike a healthy balance for the average player.