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  1. #11
    Player
    Hustensaft's Avatar
    Join Date
    Aug 2013
    Posts
    228
    Character
    Gyokuro Sencha
    World
    Odin
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Fyce View Post
    I'm obviously not talking about good healers who know how to use their tools to the fullest. I'm talking about those who already struggle having the necessary awareness and reaction time to do Extreme content. These below average healers are currently allowed to do EX fights and still have a decent win rates. They already heal with GCDs because of a bad oGCD use. Raising the bar means that these people won't be able to do EX content. This is a loss for them, but also for everyone else. You might even force them to change their role, or even quit the game.
    Savage clear rates are numerical so low, that the number of healers you're talking here is insignficantly low. At some point overall class design for the vast majority of remaining healers should be more important then cutting a tiny fraction out of clearing savage. At some point overall class design should be more important then a minimal fraction of the healer base that is not capable of accepting that their performance is just not up for the task, while at the same time they're are crying about some problems with healer balance.

    SCH on paper is perfectly balanced. SCH could/had to be buffed in 4.0 to 4.3 because when solo healing, SCH performance was not up to the task.
    Healer "imbalance" is a state created by WHM+AST being disfunctional, i.e. it's missing one part that SCH+X does have, that is the fairy.
    In several interviews it's been said that SCHs "imbalance" comes due to the fairy (wether it's a numerical or mechanical advantage has not been said) - fairy is a smart heal, probably performing vastly better then your below average healer. One could imagine how a nerf to the smartest healer in game will impact everyone.

    Lastly, increasing the HPS requirement for healing will probably change very little for these below average healers. They spam heals regardless of the group needing heal. Increasing the healing requirement at the end will probably only reduce their overhealing, while having very little impact on them clearing the fight.

    Though ultimately, the way damage happens has to change. The amount is to be healed is the least problem. As long as the encounters are as scripted as they are, there isn't no way to improve healer gameplay. Any increased tank or raid damage outside of dancey-phases will just be carried by the currently overhealing HoTs.
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    Last edited by Hustensaft; 04-15-2019 at 09:58 PM.