Quote Originally Posted by Taika View Post
I think all jobs should share the same baseline: try to be as active as possible and use your each gcd in a way that's most beneficial to your group. What you're proposing is "if you cleared the duty, you did well enough". It means we shouldn't only accept healers who refuse to use a part of their abilities and only need to use one skill every minute or so (in worst case), but also the pacifist tanks (assuming they just keep hate) and BRDs who refuse to give MP or TP and just spam heavy shot (pretty sure you can clear a dungeon like that). But somehow people only ever defend this kind of a "playstyle choice" for healers.
I disagree in essence that you can't possible have everyone have the same "GCD uptime" or rather APM uptime. Just look between all the DPS and how many DPS have heavy oGCD usages and thus have a higher APM versus those DPS without a lot of oGCDs to use. Equal APM management from every single job would be impossible to design for. Even if you compare healer GCDs required between healers some healers will need to use less or more GCDs depending on their kit. Thus expecting an equal level of "busyness" from every job let alone every player would be impossible.

If I do end up with a low APM player, I'll just shrug, carry the duty to the end, then just blacklist them so I don't have to deal with them in the future for any content where I might want a higher skill level player. Otherwise I'm not gonna make a stink of bad players.


Quote Originally Posted by Taika View Post
I'm sure there are healers who are turning away from the role because they feel it brings too much pressure. But same is true for tanks and DDs. In this thread, I think people have been mostly giving a different reason, such as not finding the job as engaging to play anymore.
Quote Originally Posted by Sebazy View Post
Personally I think the DPS aspect of it is overplayed and overstated, I just don't see it outside of Savage (Ironically the only occurrence that springs to mind is when I got yelled at for DPSing too much in Baelsar's wall after a couple of comical wipes on Mr Sloppy).

First up, we have two new DPS jobs that are both fun and iconic, that's going to be a pretty significant hit right there.

Secondly, many of the levelling dungeons are a huge shock to the system coming from the last few waves of level 60 dungeons we've had. Trash hits hard and gates are both fewer and further between. Any healer used to being able to wobble along behind the group throwing a few dots and heals without having to pay much attention is in for a pretty horrible scare. Healing most certainly isn't the path of least resistance like it used to be.
I don't disagree that there are more factors that has made healer's less played but it would also doing a disservice to think that some players are just out right discouraged about playing a healer when they don't know if they're going to run into an elitest ass who takes insult to how they play healer because "you don't pay my sub".

Quote Originally Posted by Sebazy View Post
It'll be very telling to see how super savage addresses this. I really do hope it's not just a case of more mechanics and DPS checks =(
I'm personally hoping Super Savage forces a min ilvl so S-E can tune the fights for an exact gear score and thus build potent mechanical, DPS, and healing checks into these fights.