
Originally Posted by
OliviaLugria
As many have said, the baseline complexity of every other role keep those jobs interesting regardless of content. Repetition and optimization is endlessly fun on some jobs like black mage and monk, but others, mainly healers, become a solved puzzled that remains very surface level. Furthermore, unlike other jobs, as our team gets more gear, the less healers have do, pushing us more into the barebone dps rotation.
Despite the harder difficulty, you can't deny that a large portion, a majority even is spent focusing on dps. Your goal to heal effectively stems from the need to push dps.
Adding more dps options, or an intricate buff and debuff system, factoring in movement constraints, or whatever interesting mechanic the devs could implement doesn't take away from the fun parts of healing and planning, but fill in for that fun when the content doesn't allow for it to happen. When healing is a part of the picture, it creates an even more intricate encounter that is harder to solve and more rewarding when you do so.