Off-topic, but there is an inherent issue with forcing more enmity and healing management that conflicts with the current battle system. Having the healer constantly be healing and the tank constantly hold enmity would either require every enemy be scaled upwards in hp and damage to the point where throwing dps spells or going out of tank stance is dangerous (aggro ping-pong), or alternatively, they could also reduce the potency of healing and mitigation across the board. At that point, dungeons would take forver because pulling more than one pack of mobs would be too much to heal and mitigate through. They would have to essentially tweak every single duty all the way from 2.0 up till now in order to make it work which is a considerable amount of work.
It's mostly because of the tools and utility that healers and tanks have that give them breathing room to do dps. Nothing short of overhauling the entire battle system (and by extension, every single duty) would allow for this change. It just be like that sometimes. Personally, I like how the battle system currently works.
Edit: Just as an example, Neo Exdeath from Deltascape V4 Savage has an extreme amount of downtime for both mitigation and healing. It also has aggro resets everywhere. Damage comes out in short bursts with very little happening in between. That entire fight would have to be scrapped if they wanted to add more healing and mitigation.



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