Wait, we could actually get *challenging* dungeons if we complain about downtime?


Wait, we could actually get *challenging* dungeons if we complain about downtime?


Maybe for a week or two until 6 CPM healers complain about it being impossible and SE bends over backwards for them.
No.
You'd end up with single-group trash pulls tuned so they require as much investment as a double or triple pull does currently, and pulling more than one group at a time would result in damage that exceeds your capacity to heal and the party wiping. So dungeons would take 2-3 times as long to finish, but be no more engaging than running large-pulls previously. (Which IS fun, but I don't feel like dungeons need to be LONGER)


So you are saying we'd get dungeons that reward people being good at their jobs by allowing them to still pull more, because remember, they have to make sure every healer can heal the single pull.No.
You'd end up with single-group trash pulls tuned so they require as much investment as a double or triple pull does currently, and pulling more than one group at a time would result in damage that exceeds your capacity to heal and the party wiping. So dungeons would take 2-3 times as long to finish, but be no more engaging than running large-pulls previously. (Which IS fun, but I don't feel like dungeons need to be LONGER)
Maybe you'd enjoy that but I think making dungeons take 3 times longer for the same rewards would not be a rewarding experience
No, this a maths problem. There are hard limits to what a healer can do.
If a healer is exerting over 50% of their potential on a single pull, then a second pull is physically impossible*, you cannot give more than 100%
*Caveat: Strictly speaking a pull over 100% is viable if the party can burn down the enemies before the tank dies, with the healer essentially 'offsetting the burn' rather than truly healing. This does not seem like a good strategy however to encourage as standard PUG play.
Last edited by RyuujinZERO; 05-31-2019 at 01:34 AM.
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