
Originally Posted by
Synaesthesia
It definitely feels like that.. I mean.. Who would look at people who play a pet based class where a lot of the fun is in you working together with your fairy and go
"You know what we should do in the next expansion? Make Scholar's partner dopey, sluggish and unreliable"
The weirdest thing is that they used to do much better than they do now..
Even if it wasn't perfect, some content like Dun Scaith had mechanics that made healing more engaging, like random Doom, Earth Shaker attacks that would hit random party members, rescuing people from falling off during the knockback attack from the first boss or the heavy hitting tank busters that the last boss would do in succession. Monsters being able to afflict slows, or lethal dots meant you had to try and respond as fast as possible if 3 people got hit and your triage was on a short timer.
Along with the more greater variety of attacks and buffs that healers had, Scholar and Astrologian's special job traits being more varied and engaging and that ogcds didn't outpace the content to the point of getting by on them alone, it was really enjoyable.
I don't think it's just the healer design that's less inspired now, it's also that the fight design doesn't offer a lot to keep healing engaging.. All 4 current Eden Savages have a healing design like "Tankbuster, group damage, tankbuster, group damage, lots of group damage near the end" that just repeats.. There's a brief moment during E2S where you have to identify 2 people with a debuff and heal them, then it's back to normalcy. E4S gets intense enough at the end that you have to focus and work but..
It's like we've been given this massive toolkit based around a few 60 second splotches of intense damage at the end game without consideration for how it feels to play the rest of the time..