This is regardless of the evercold rework though, isn't it? Both now and then healers would feel insanely much better to play if it wasn't 90% GCDs spent on casting damage, but instead more like a 50/50 split and if anything, healing would win out (otherwise there's a role for that already, it's called: damage, you just swap to it if you want to be spending ~100% of your time doing damage).
I fully agree btw. The healer problem cannot be solved with class reworks. It just cannot. The best a class rework could do is one of:
* Turn each healer into a bad DPS by trying to add more damage tools like so many players here seem to want to.
* Remove the green role entirely like GW2 did it, and evenly spread healing tools (both self and group) over all classes, making what little active healing we need everyone's problem, or more specifically like in GW2, making every raidmember's re-healing that raid member's problem.
To actually solve the issue with healers in FFXIV, the fight design has to change. That being said, the WHM rework already shows something good: It cuts a lot of healing tools. Not nearly as many as I had hoped, but a lot. One core issue with the current design is that there is no reason to ever actively heal as over the years with expansion after expansion every healer now has 2x++ as many oGCD options as they'd ever need for any fight. Removing just those already massively changes how the classes feel to play as you'd then spend a good 30%+ of the fight casting actual heals. Like, with GCDs!
That's of course not nearly enough. The fights themselves have to change. The constant near-uninterrupted barrage of binary do-or-die mechanics needs to be made more sparse, replaces with a constant, neverending, neverceasing barrage of slow attrition damage. As there are four principal types of this (steady DoT, random single hits, 360° cleaves, untelegraphed AoEs) the mix can be variable both between fights and even within the same fight, plus this would mean there's a lot more time of the fight where the boss actually gets to autoattack the tanks and make them require healing, too.
Shift a good 25%+ of the current fight design from "walk around this mech or it's a wipe" to "Survive this, in whatever way!" and we'd be facing a very different healer feel.



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