When people say that it's "badly designed", they often think that the reasons beind these design decisions are bad or that there's simply no reason behind it. So, I just wanted to remind everyone that reasons do exist and that they were good and legitimate ones.
That aside, I'll have to disagree on your stance that "evey MMORPG does it the other way". A lot of modern "action" MMORPG aren't focused on HPS that much. Besides, healers often play the role of CC supports with a variety of offensive CC skills and buffs that doesn't do much in terms of healing. "Pure healing" is something even D&D doesn't do. And successful MMO with a "WoW" gameplay are quite old now. Stuff change. The "old ways" aren't guaranteed to be the best. Especially not when the audience changes as well.
Raising HPS requirements will only do one thing only: make bad healers have to switch, or even quit the game.
I don't think that making healing harder would make it more fun. It will just take a few GCD that you'd spend on casting Stone, and make you use Cure instead. For me, both are just a button to push, it doesn't make much of a difference. It only raises the chances of failure, and thus the overall amount of wipes we'll have to deal with.
So, maybe that the current balance is a bit leaning towards the easy side slightly too much, but it's hard not to be biased as we now had to spent many months being overgeared, thanks to (or because of) the Creator being easier, and ways of getting i270 being plenty.
Hard to tell if Stormblood will be as easy.
As I said, my post was focused on non-savage content. It's true that the only incentive to gear up in "normal" content is solely to improve clear times. But isn't that enough? Do you really want to have some 4-man dungeons in your roulette that can't be cleared simply because your healer cannot keep up with HPS just because of his gear? I don't think it'd be fun, honestly. And it appears that the devs are on my side on this.
On the other hand, regarding savage content, a lot of groups simply cannot clear a fight if they don't gear up. They just hit a wall where they say "well, we'll have to farm the previous battles to gear up a bit, and spend a few weeks of tomes as well". So, here's your incentive.



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If there ends up being Savage dungeons or something like that I will never again complain about the ease of the normal roulette dungeons. 

