I see a disconnect between these two sentences. Now, I get why you think that's the likely outcome of adding an interesting damage rotation, but it also sounds like you don't actually want the damage kits to be interesting.I dislike the idea of them giving us DPS tools back because I fear that they'd think they'll solve all healing issues with just that
What's the problem with...making them not braindead 2 button DPS?it's a "Have healers be healers not braindead 2 button DPS"
So the solution is to decrease the output and make the reward for efficient healing less satisfying instead of increasing the effort to make it commensurate with the damage output? This is the perennial argument for healers that very easily applies to tanks. Tanks are supposed to deal with incoming damage, not attack things. That's not their job. It's in the name. Doing damage as a tank is so unsatisfying. Tanks should prefer mitigation management. If they don't then they should just play a DPS class. Having an actual damage rotation is antithetical to the role, so they should just be reduced to a one button spam and deal less damage while having more active mitigation tools.It's bad because the number itself is too high for too little effort.
I agree. A single button "rotation" is a really stupid, unsatisfying reward for being skilled at your job. I hope they change that.As if there is any effort in that, you're rewarded more by pushing a single button rather than 3.
thats where the Job differences come in right? There should be healer jobs to accomodate both tastes. I do prefer a healer that spends most of its time healing and dots mainly and only finds a few seconds here and there every minute or so to do DPS while you enjoy the cleric type, healing and DPSing equally. Both should work and exist in an MMO.So you don't want cleric-type healers to have time to deal damage. Because healers "should" be constantly healing.By the time I finish healing, the next set of damage should enroll to keep me healing and so forth.
Because in most games I've played it's not "a bonus". Healing is something you do when the party's lives are threatened. Every party member does what they can to mow down the monsters in front of them. Most of the time that's holy blasting, or summoning storms, or just plain whacking something with a stick. I don't want to be shackled to the GCD healing in this game for the exact reason you hate the current damage rotations: they're boring and spammy as hell. They have almost no interaction with anything. They're a collection of 2-5 spells that don't feed into anything, don't build to anything, and don't have any function outside "if casting this once didn't do the trick, just cast it again!". The difference between the healing and damage kits here is that the GCD healing kits have always been this boring, whereas at least the damage kits used to have -something- more going for them.Why can't Healer DPS be what it is in so many other games, a bonus.
Excellent Heavensward Scholars used to outdamage the lower skilled Ninjas on single target bosses, which is pretty cool. I'm not a fan of the general MMO fanbase attitude that healers "should" be doing some tiny fraction of the amount of damage that a dedicated DPS class does just because **reasons**. If the amount of damage output isn't commensurate with the effort, then increase the effort. I'm 1000% opposed to the idea that the only thing wrong with the current godawful healer damage rotations is that they "output too much".I'm also not sure why you miss outdamaging unskilled DPS when it's still completely possible to do so. Just spam art of war in Paglth'an, works for me. Usually top unless there is a semi competent DPS.