Quote Originally Posted by Rein_eon_Osborne View Post
This is also compounded by the fact that our issue doesn't belong to just one facet. You (general you) can't really just single out an issue [A] without speaking of issue [B], [C], [D], and so on.

I.e. having 70% plus buttons of your kits being dedicated for healing is not a problem on its own. But once you add more and more 'tiny issues' on top of that like "lack of damage to heal" ; "lack of nuance to heal (boss forcing you to move so you can't just sit still to cast)" ; "too many collective sustenance between 4-8 players", these compound with each other, leading to the point where you might be asking "Ok so since I'm not going to heal much, what else am I going to do when I don't need to do that?" From this point you'll start noticing even more tiny issues such as "lol 1 2 1 1 1 1" ; "no (de)buff to upkeep" ; "lack of job kit interaction". Axing any one of them will not fix the rest in the feedback loop.

All of these adds up and like you've said, there is no all in one fix.
I don't think the issue is the job design itself, I think the biggest issue is the encounter design. I really really don't like the scripted fights. Having different move sets layered in based on phase or boss HP% or whatever is fine, but they really need to make it more random. Remove telegraph, add some debuffs (slow, paralyse, blind, etc) that healers/support have to manage. More debuffs hitting the party that healers have to cleanse. Give me a damn fight, I'm not here to dance.