I was wanting to look at how things would work if the healing requirements were much higher where the potential for DPS is 0 and all healers can focus on is keeping people alive and how difficult that would be to balance.
So minimum ilvl Creator Savage: i255
A12S = 50% DPS uptime MH and 90% DPS uptime OH 70% combined DPS uptime with 80% Combined Healing uptime (HOTS, PET Etc) @ 4200 HPS
This group has the potential to increase their HPS by an additional 2.1k HPS @ i255 for a total 6300 HPS
VS Max ilvl i270
A12S = 0% DPS uptime MH and 40% DPS uptime OH 20% combined DPS uptime with 95% combined healing uptime @ 4400 HPS (3200 HPS if converted to i255)
This group has the potential to increase their HPS by 800 HPS @ i270 for a total of 5200 HPS (3800 HPS if converted to i255)
If the raids were tuned to the healing requirement of the max healing potential of skilled players then team 2 would need 20% Echo @ i270 to reach the healing potential of team 1 @ i255 without Echo.
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Sure 3 levels of difficulty would be nice, but IMO wasted resources because most wouldn't touch the highest tier of difficulty and those who did would complain that it's impossible to heal.
But the main thing I'm asking is how would you lessen the skill gap between average and skilled players where you allow average players to beat content and reduce DPS windows for skilled players.



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