The Healer's kits are built around sustained healing with mp management as a factor, but fights favor spike healing that doesn't really tax healer mp management. You can more or less see how the healers are supposed to work in ARR content with bosses that almost continuously attack the tanks occasionally stopping to use party targeting actions. Modern bosses tend to spend a lot more time casting abilities to be dodged over attacking.
Tanks are complaining about being blue dps. We just tend to complain more about fight design not fully utilizing our kit than the kits themselves (outside of DRK which has a rather boring dps rotation).As for "green dps", isn't that the current situation anyway? Tanks are defacto blue dps, but no one is complaining
There are actually a fair number of ways to make fights more interesting to tank and heal but the designers have more or less locked themselves into the current design scheme. More unavoidable damage on the tanks coming from Auto-attacks and DoTs would do a lot.It's either this or raidwide "true living dead" every 10 seconds to make healers utilize their full kit
Exactly.
There really should be more abilities like Spirit's Within that scale their damage based on how high their current HP is.If people's health is topped up enough, what healing incentive is there? There's 0 benefit to overhealing.
They don't really need to rebalance existing content that can be completed. Just change how they do design future content.2- They adjust the content so healers have to heal more. This to me would be the biggest undertaking, because they would have to go back and retroactively adjust old content. Being selective won't do IMO because people do roulettes, people level, people do content outside of endgame and stuff that's current. If content is only interesting to play at endgame, then the game would just suffer from the biggest wall I had getting int WoW.



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