Quote Originally Posted by MirronTulaxia View Post
I’m not sure I have any specific ideas for how they should raise the amount of healing. Any change inevitably will make things more difficult, but given they barely heal as is that’s to be expected. If the bulk of what they do is DPS with a dash of tossing a Lily out then it’s hardly surprising that things would be more difficult, they’re not playing Healers and then you ask them to do that.

So with a spike in difficulty being moot it’s just about making sure to change damage requirements so the DPS isn’t as necessary and upping the frequency of damage, possibly the amount. Maybe change mitigation amounts on tanks some too.
Ultimates have a 30% heal rate. You want regular content to exceed that and be more difficult than ultimate? With the people I've played with, honestly, I'm surprised some of them can even tie their shoes. I'd hate to get stuck in a dungeon for MSQ progression because the game required actual competency from the healer. At least with EXs and Savage I can choose the dumb dumbs I'm stuck with, can't really do that with DF.

Obviously the mechanics wouldn't be as hard overall as ultimate, don't tell me that. But healing is a huge part of ultimate and it's all about managing resources. I cannot see the player base of this game genuinely making good use of their kits in required content. I'd much rather just be given more to do when there's no healing to do, it's easier to implement and more satisfying. I should feel rewarded for going the distance and learning to get better at my class, not feel punished because now I have nothing to do other than spam 1 button.