I have and if you healed raids like Black Temple and Sunwell, you will have noticed that the majority were not happy with the healing design. It was extremely stressful. That's why the changed a lot of it in Wrath to make it less spammy and went to a design I very much disliked in Cataclysm and beyond: spending tiny weak ass heals as a filler and then having large CDs that make the HP bar move, barely being able to correct player errors etc.
Ugh, I felt so weak and powerless. Frustrating.
I think they could up the regular damage a bit in XIV.
Savage could be pimped by 30% (not the spike damage, mind you), lower end content I'd say by 200% + implementing more mechanics on trash, maybe even necessitating Crowd Control and deviating from these Wall to wall pulls ... (ok ok I'll show myself out now).
Seriously, non savage mobs hit like wet noodles with self esteem issues.
What if it necessitated regen AND Cure II spam?
You know, if autohits were actually a threat to the tank?
Some leveling dungeons feel that way, undergeared tanks in there are more interesting to heal than tanks in savage raids. Mobs hit like 40t trucks!
Why can't we have that in expert dungeons? Why do they have to be so easy, just so a few returnees can catch up?
As for the mana thing: you do realize that is just a balancing numbers game. Easy to fix. Very easy.
The DEVs are simply put: too chicken to do major changes abruptly.
I can understand their PoV. If the goal is to make healing more difficult and get a more centered place, they need to change the concept gradually.
If you go from 20H/80D to sth like 80H/20D too abruptly, your players won't be able to cope. I'm not talking about you or me. We as (ex, in my case) raiders would adapt quickly because we have the skills and the experience to do so. Judging by what floats around in the duty finder, 95% of the regular players do not.
They would be alienated, overtaxed, frustrated.
The DEVs must guide these players. Give them time to adapt. Agreed, so far, their approach didn't work at all.
Non savage encounters do not hit hard enough, do not hit often enough and they seem to push gimmicky mechanics you need to adhere to above core gameplay, diverting a lot of the players focus (only so much of that to go around in non coordinated groups).





Reply With Quote



