Quote Originally Posted by Connor View Post
I mean, not to sound like a broken record but look at PvP design. Even with just a few buttons and practically like 1 heal (with charges) I still see mountains more healers there than I do in PvE; people like actually want to play it in PvP and aren’t just being forced by party comp limitations. They have more interesting/valuable buffs, debuffs, utility and dps actions in those few buttons than we have in the entire PvE kit. Even barely registered flavour stuff like Toxicon I/II 5% damage taken makes it way more interesting than the PvE one. Plus, doesn’t Bard kinda show that small % boosts over a sustained period can still result in a large dps gain?

A gameplay system that actually supports jobs that do literally anything other than DPS is what the game really needs for job identity to even exist in the first place. Right now it’s ’which flavour of dps do you want to be’ lol. But naturally, that would require actual reworks and effort, and that’s not a reasonable thing to expect from Creative (Permanent) Bankruptcy Unit 3.

Also why in the ever loving f- do they keep giving every dps and tank powerful, easy access aoe heals when nobody needs healing in the first place . On what planet is stuff like Lux Solaris a worthwhile skill that serves a clear purpose? Because it sure as shit ain’t this one. Does ‘do someone else’s job for them’ count as a purpose? Obviously I’m just singling out that specific skill I’m well aware there are much more egregious examples
It's definitely true that in a model where everything is not about battling but just dancing around, with the occasional heal here and there to pretend that healers are still healing, we're never going to get respectable healer jobs.