Quote Originally Posted by Raven2014 View Post
Frankly, my problem is not really about healing itself, but more about role indentity. Right now there are so much conflation between roles that it both make it a balancing nightmare and a messy ball of unclear purpose. The Green DPS issue is merely the poster child of the issue, but hardly the only issue. My solution, in full, is actually very radical:

- Take away all party wide buff from DPS. Make them all selfish DPS. They're in charge of their own optimization and no one else. Also, remove stuff like fient and addle.

- Tank should only be in charge of personal defensive cool down, and maybe debuff the boss. They should not be double up duty to party wide mitigation.

- Support classes (p.range) should have the exclusive job as buffing the party, they should be the only one with party wide buffs.

- Remove majority if not all but the most basic self healing (i.e second wind) from all classes.

- Healers should be exclusive in charge of healing and raid wide mitigation.


I feel this way you can amp up the complexity and difficulty for each "role" that is unique to them. Instead of this melting pots "everyone does everything just some better than the others with DPS the only true go to".
This I also don't get. Never has removing tools from most, in the long run, made the few who still get to hold onto their forms of those tools feel any more complex, nuanced, or fun due to their removal elsewhere.

Remove enmity management from all but tanks and you don't get tanks that do more with enmity management. You instead get a game that simply has no enmity management, where tanks act like DPS but have Enmity bundled atop it. Rather than tanking, you just end up with tanks, which are then narrowed down skillsets that stand in place of actually interacting with that gameplay.

Remove survival tools from DPS and you don't get greater healing intensity or value. You just get toned down healing mechanics, checks, and raid damage because when a two people get hit by the same AoE and only one can be sufficiently healed before the next raidwide, either the damage must be AoE healable and/or an oGCD able to be left on the backburner for mistakes, or one of those two die, completely outside of the healers' control, where the one not getting healed could previously have popped a defensive and then become the one prioritized next time (as their defensive would be on CD). Removing those defensives wouldn't just strip complexity from others, but also detract from the quality of life and/or complexity of healing.

Etc., etc.