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  1. #11
    Player
    Thoro39's Avatar
    Join Date
    Sep 2015
    Posts
    67
    Character
    Thoro Heavypunch
    World
    Phoenix
    Main Class
    Monk Lv 60
    Demanding tougher healing requirements in regular dungeons through higher damage from Tanks also has a chance to alienate "inexperienced or bad" healers from joining the casual content.

    Right now, the dps meta caused by low healing requirements has a nice side-effect:
    1) Healers, who know how to be efficient at GCDs, will have a lot of GCDs to spare and can put them into dps instead
    2) inexperienced, sleepy or bad healers, who have long reaction times, are not that good at keeping the GCD rolling efficiently, or want to take a try in dungeons, still can fullfill the healing requirement of not letting anyone die without much difficulties.

    Let's say, hypothetically,a fight in a dungeon currently needs 3 out of 10 GCDs strictly for healing.
    However, once you amp up the healing requirement to the extent that a Group 1) healer needs to spend 9 out of 10 GCDs strictly to healing, what happens?
    Group 2, who previously passed barely, will be hard pressed and stressed to fulfill the basic healing requirement, leading into failure, death, maybe ragequits, maybe leading into better players, lots of potential outcomes really.

    Eitherway, the dps meta has been the meta since pretty much final coil to differentiate good from average players for a good reason.
    Healers wanting to only heal and demanding tougher healer requirements for casual content need to also think about what it means for the lower end of players.
    (1)
    Last edited by Thoro39; 01-01-2017 at 11:01 PM.

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