Healers have several problem in base design:
- One of the problems is down to how damage is applied in this game. Constant damage doesnt realy exist, its nearly always bursts. If this would change, you can have more variety in healers. Currently its realy just down to how much a healer can dish out in healing over a certain timespan.
- Another issue is that healers do not have a reliable fallback in 4man duties in case they die. A tank can be revived. Yet a healer relies on a select group of DPS chars to achieve this. This means that damage of enemies has to generaly stay low. Because of this, you can rarely create a dangerous situation for a healer. Since if the healer lacks HP to survive and relies on strict healing moments, it is very likely going to cause a deadlock where progression cannot be achieved (causing healers to get kicked for the wrong reasons).
- If healers get more damage, their damage output becomes a key factor again. For savage this would be fine, but outside of it, it would be a problem. High healer damage must then also be included in the balance, and in turn will cause a healer to drop their healing in favor of damage, resulting in more deaths happening, just because they want to push towards more damage. The current damage is weak, but guarantees that even if the healer is wasting a few too much GCD cycles, that it barely matters. Since 1 dead teammate negates all the healer effort at dps then. This safety means the healer can effectively never get more damage, or it would break.
- And since dps is low, why give them complex rotations? Its not going to be rewarding. And if they would be, they need to be simplified enough in such way healing can always go inbetween without disrupting that damage. And in the end, you will still be forced to remain weak in dps
And without those features, this means healers will generaly end up feeling the same.


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