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No, I disagree with your analysis and appraisal of the Devs intentions and actions.
I think the issue is more the insistence that even casual content needs to have Savage level of healing checks to be "fun" or "engaging".
/sigh
That's probably some hyperbole, so let me be fair: That it needs to be significant enough that a beginner Healer using GCDs exclusively to heal it will be unable to do so or feel like they cannot do so. Savage level healing right now CAN (arguably, the first bosses, anyway) be done that way, as can Extremes. It's dumb to, but you COULD heal Extremes just using GCD heals (provided you can get the casts off) if you wanted to. No one does it because it's a bad idea and you'd probably fail the Enrages if your party isn't very good.
And yet I literally dropped math explaining why I worked to the numbers I did, your numbers BTW. Our healing kits are overblown to the extent where it takes savage levels of incoming damage to actually pressure us into really wanting to learn how to use them. You can easily heal Extremes with GCD heals no problem at all (save swiftcast for knuckle drum since I know that's what you're referring to) and no, it's not going to push you into enrage. People dieing will push you into enrage. You realise Rubicante has an enrage that's like 11 minutes right? Without deaths an average PF group is killing in in ~9 minutes.
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But when it comes to 4 mans, this is how people healed in ARR and HW (and led to the Cleric Stance schism). It was entirely possible and wasn't too high pressure or impossible to do. If you WEREN'T trying to juggle damage alongside it, it was entirely possible to heal anything with GCDs.
So if casual dungeons/trials were made where they had MORE CONSISTENT damage which necessitated MORE OFTEN heals, but the healing was well within comfortable GCD healing capability, this wouldn't "scare off" new Healers or be impossible for "Little Timmy" resulting in him being flamed and leaving the game. That's hyperbole and not at all what would be the result.
Uh, there were three factors that made dungeons different to what they are now: