Quote Originally Posted by Sylve View Post
I never suggested reducing our healing strength.

No changes need to be made to our kits, Just the frequency we'd be required to use our tools. Instead of looking at my oGCDs and saying "welp, Mechanic A will need Earthly Star and Mechanic B will be fixed with Celestial Opposition and every GCD can be Malefic", Those oGCDs would be able to handle 1 in 3 of their assigned mechanics to the faster/odd recasts. Likewise with Tankbusters, I can't just assign Essential Dignity to the guaranteed-to-be-mitigated Tankbuster that turns the Buster into a Tickler.

I'd need to make decisions about what i use, when i use it and how i can use the windows those oGCDs offer me to sneak in some DPS. Previous encounters would be unchanged, just encounter design going forward. And since no changes are made to our kits, no need to adjust anything using the old encounter design.
The OP suggested it.

But I cannot help but feel encounter design is based to work around how healing kits work, because in higher content, you still make those kinds of decisions. I think part of the problem here is that healing kits work well for high end content and are balanced that way but the difficulty jump means that lower level content suffers. We adjust for lower content we affect higher content. This is why one of my previous suggestions has been make raid balance separate (kinda like we do for PvP but not that extreme).

For example, if you wanted to adjust those oGCD windows to make Grand Cosmos more interesting to heal, what impact would that have on Shiva Savage or the new Ex fight?

The solution I support would allow room for Grand Cosmos to be more interesting than it is currently for a healer by giving us more to do when we're not healing without impacting high level content, with a view to make future content more engaging on the healing side.