Quote Originally Posted by Ari_Calithiel View Post
I agree, multiple mitigation isn't terrible. But it is only truly useful at the beginning of a tier. Once people start to gather gear, it becomes entirely useless. The healing increase on target card only works with GCD heals and more often than not, your scholar is sprealo-ing on times when you won't have the card available and you typically don't need to spam GCD heals. And if you do, you would use Synastry, not the card. The HOT and shield cards are so entirely useless. I know the official forums hate using 3rd party tools and sites, but if you were to go on FFLogs and look at the actual healing done in fights from those cards, it is a miniscule fraction of your actual healing. It is so little I honestly won't be bothered using it unless I have no other buttons I need to press in my oGCD.
Healing will always be secondary to DPS in FF14 unless there are drastic changes made, but the cards never become entirely useless. People do make mistakes and even late in a tier you might encounter new players, unless you never play outside of a static. I consider the separation of DPS and support cards to be a fair solution. The DPS cards are the main cards and always will be while the support cards don't feel like a hindrance since they don't cost you a DPS card.

Optimizing the DPS cards gave them some extra depth but even with that they didn't feel all that significant to me. The gains stood out the most if you're going for a speedkill but otherwise they'd be hard to spot. This is absolutely a case of differing opinions but the support cards feel more meaningful, outside of the role wide issues with healing which are external to the cards themselves.

Quote Originally Posted by Ari_Calithiel View Post
People have been crying for cards to have different effects. Squenix gave it to us. And people still aren't happy. That is the point I'm making. The cards are redundant and mostly useless. I'm with most other people in wishing for abilities that affect the cards. However, that was not what the majority were screaming for. They wanted unique effects.
The powercreep of tank healing and healer abilities happened while people we asking for the card effects. I think that contributed to what we ended up getting. When people were originally asking for the varied cards it was with the idea that tanks wouldn't be self sufficient and heals didn't have such an overabundance of heals. This can be fixed by scaling back healing abilities.