Having looked through the skills introduced in the Dawntrail expansion, I notice no indication that the issue of excessive healing abilities in the game is being addressed. Instead, the problem seems to be exacerbated by new abilities like SMN’s Lux Solaris and Picto’s Tempera Grassa. It feels like DPS and Tanks are prioritized in design, and healers are left to cope with the consequences.
In case CBU3 is not aware:
It seems there are two possible intentions here:
- Giving a 30-second cooldown, 250 potency oGCD group shield to a DPS does not assist healers; it makes them feel even more redundant. If healing were to become a group responsibility, then shielding and mitigating should be primarily within the healer's domain.
However, neither of these points seems to work favorably. It mostly leads to overhealing in many situations. While preventing overhealing could arguably be a form of skill expression, ultimately not playing your role at all is not enjoyable.
- That having heals, mitigations, and shields on everyone is meant to diversify the healer's experience in otherwise very rigid encounter designs.
- That healers are intended to be somewhat 'carried,' with SMN and PCT saving them GCDs for dps.
- Increasing tank sustain makes the game more monotonous for healers. Tank Busters + Invulnerability windows were already dead times where healers had nothing to do. Tanks needing even less attention will only worsen this issue. I wonder if the developers see having nothing to do as a positive experience for healers, but let me assure you: It is not. In DSR, healers already had nothing to do for the first minute of the fight (P2) because there was only a single TB that was invulned.
- Adding more healing to Barrier Healers and more mitigations and shields to Pure Healers blurs the PH/BH distinction, which is ironic and nonsensical. This separation seemed like the only real development for healers with EW, and now it’s being partially reverted. Why?
- Providing single-target actions to healers in 2024, when everyone and their chocobo has an inflated support kit, seems outdated. Aquaveil was already regarded as a placebo skill that could be used but ultimately wouldn’t make a difference. Now AST is getting weaker versions of skills like Aquaveil and a third ED charge. Giving skills multiple charges was interesting because the cooldown could be kept rolling, but a third charge without a reduced cooldown? This is beyond pointless.
Things I'd have liked seeing:
- Multiple charges on Swiftcast
- Means to save someone from a deadly hit that isn't Rescue
- Less contention in healing, more precise and distinct role definition and the ability to assess incoming damage without the need for external tools