Quote Originally Posted by Carighan View Post
Personally, I'd love that.

Make ~every fight have a random combination of:

* Constant pulsing damage on the group that requires constant healer attention.
* Every autoattack 1-2 non-tank targets (random) are also hit for 25%-40% (random) of their health.
* Between each autoattack, a non-telegraphed line-AoE or circle AoE is shot into the room for 10%-25% of people's health (random).
* All autoattacks cleave for a portion of their damage into everyone in a medium range from the boss, essentially always hitting melee DPS.

Constant need for low~moderate healing, that'd quickly outpace even the overblown oGCD selections the current healers have (all the big hits happen on top, but are slightly reduced since people might be randomly at 60%-70% HP!), requiring a steady stream of small GCD based healing.

Once we got that, shift some of the current oGCD timers into GCD stuff, even if the CD is kept, and ideally add ways the offensive abilities interact with these CDs or abilities (reduce CD, turn them oGCD, remove next mana cost, etc).

I don't think I'd need any more damage if I had actual healing to do, tbh. I play healer because I want to heal, if I want to focus on doing damage I'd be playing a DPS!
The rest of the community would go ballistic about it being to hard (push button get pizza). Also while healing works this way in many games ffxiv is not built for that. Content should be doable within 30-45 min for a dungeon and 45-60 for a 24 person raid. If they did what you suggested it might take longer to clear and they are worried it would frustrate people. Also, not everybody could keep up with that type of healing therefor we would need skilled players which defeats the purpose of dumbing down healers so everybody can play them (I'm not saying anybody is not skilled, I'm just looking at it the way yoshi envisions it). I agree our focus should not be dps but with all the healing we do in general content what else is there to do?