
Originally Posted by
Valence
If you give more healing tools to healers, they’re gonna be absolutely broken in CC (AST double healing is already insufferable to face under the hands of solid players) unless their damage contribution is reduced, which will bring imbalances where you get games going absolutely nowhere because too much healing and not enough damage (in the case of multi healers random teams).
As for FLs, I understand the will to have more in terms of healing, but you already have potent tools to help melees that need to get out of trouble, you can save a lot of people with it, especially with WhM/AST, as for SCH and SGE, their LBs are also actually extremely powerful there too (on top of the crowd control nullifying on SCH's). I have also had the misfortune to play in past expansions where every game was decided by who fielded the most amount of healers or the best healers, where you actually ended up seeing at the start of the game people asking who wanted to devote to the -shitty- job of healing, and you optimally needed at least 2 people to bite the bullet. I\\'d like not to get back to that, it was just miserable.
If you get melted down in FLs, it's a good indication that you screwed up and were out of position. It's something you learn to avoid, and good players don’t generally get melted. If anything, melee jobs are too strong compared to the ranged squishies, especially DRG and NIN that are just ranged in disguise. BH also needs to stop applying to recuperate.