Quote Originally Posted by Gemina View Post
The lack of randomness in high end duties is a big reason why I spend the majority of time in PUGs for alliance raids and occasionally EX fights. Having to be reactive as a healer is not a bad thing, and those with quicker reaction times are going to be a greater asset than the opposite when things don't go according to the 'script'.

- Scripted Doom mechanic: healer plans for it and no player is ever in danger (unless healer misses the debuff)
- Random Doom mechanic: inflicted player(s) are in immediate danger, and the healer must react.

I honestly don't get why such a simple formula is so difficult for the devs to grasp. Or they are just scared to make healers true healers.
A nerf to healing has already happened. If you look at a SB video, you'll see crit Indom healing for ~24k. If you try it in-game right now, you'll see crit Indom healing for ~24k. The difference is of HP pools at 50k+ (SB) vs 90k+ (SHB). Unfortunately, this makes little difference in trivial content (dungeons, ex trials).

The nature of healing in general is that you don't heal when you don't have to. The nature of scripted encounters is that they're very predictable in terms of healing.

It's not difficult to grasp - it's foolish to think that designers don't consider such aspects. They are simply too afraid to move away from scripted encounters.

And for good reason. If we take the tether pairs in Titania as an example - they target dps - nondps pairs. So you simply send dps north and nondps south to trivialize it. Now imagine if the pairs were truly random and you had to look around carefully and adjust every time. This change alone would halve the encounter clear rate. We may not care about this, but SE does.

Designing encounters is a whole lot more difficult than this forum would have you believe.