Originally Posted by
MintnHoney
We're talking about significantly nerfing healing. You're right, in that the one recording I was immediately thinking about was an extreme situation, but it's still relevant to what I'm saying because that's how the game is played and the situation is the natural progression of the current design (as we get more confident, we pull more and add to the challenge). If I'm honest: if he had remembered to use those [hilariously overpowered] oGCDs, then the outcome of that pull would likely have been very different (but I guess, "Job effectiveness is relative to player skill," or however they said it).
Even if we ignore that extreme territory, unless encounter design ultimately changes to work with "signficantly nerfed healing," (to which, I'm taking it to mean we would be trying to reduce healing potencies in proportion to the displayed Collective Unconscious' potency nerf) then gameplay for all the roles would have to slow down and suffer for it under the current design philosophy, not even thinking about how much stress would be placed upon the healer for having a potentially constant uphill battle. It just wouldn't work out as it is right now, and anything that would slow down the gameplay would lower the fun for just about everyone, so they're not going to do it.