Quote Originally Posted by BattleBunnyQuinn View Post
Do harder content.

The vast majority of you are calling healing in this game easy because you're comparing it to tanks and DPS in content where enrages don't exist for the DPS to fail and tanks have to go out of their way to die. Yes, healing is boring when you don't have to think. You don't get to practice doing difficult content in alliance raids the way DPS do because your difficulty comes from the content
Done Ultimates as a healer. There is no 'harder content' I can try, so don't try that line. Tying the difficulty entirely to the content means that jobs are 'boring' in lower level content that we're still 'required' to do. For example, I'm relatively attuned to the amount of damage a Savage fight does Week 1. As such, an EX roulette isn't going to threaten me or my party. But I still have to do the EX roulette to cap my tomes. I and others are simply asking for the jobs to have more optional complexity, such that if the content falls flat, the Job is fun enough on its own to 'carry' the bland encounter. As it stands right now, if the fight sucks (eg P6S, P7S, most of P11S), the job can't carry it. P7S was awful to prog because it was 6 minutes of absolutely sod all, then suddenly Inviolate Purgation throws 4 debuffs on everyone and you all die. Now do 6 minutes of sod all again, to try and practice more of the debuff vomit mechanic. And as a healer, that's 6 minutes of 'press Broil/Glare/Dosis/the other one'. Having an extra DOT to juggle isn't going to suddenly break the healer role, we had it before in SB. Potencies can be balanced to make any gain from this complexity 'so low that it's effectively optional'. I've previously posted maths that shows ways for these 'optional complexity' methods to be less than a single filler spell worth of potency gained, per minute. We can drop so many GCDs already as a healer and still clear, my first clear of P11S had me using 32 Succors IIRC.

It could equally be argued that Tanks should have a one-button-spam fiesta rotation, 'because the complexity comes from mitigating damage'. Have all of the mitigation tools have bonus effects when timed correctly, as with the 25s CDs. After all, it's not the Tank's role to deal damage, that's the DPS's role. Healers are somehow unique in the disdain the developers show for the role, and it needs to change