Quote Originally Posted by Silver-Strider View Post
Sounds like how Healers played in ARR and even then, Healers had more DPS actions and mitigation tools to juggle.
ARR was when I had the most fun playing WHM, so it sounding like that was kinda intentional yeah.

Quote Originally Posted by ForsakenRoe View Post
Problem is, it's a baby step that we are sat with for a whole expansion. And if we then go 'it wasn't enough of a step, go further with it', dev team will wring their hands, and go 'mmm well I dunno, cos if we consider the casual players...' and dither and delay about if they actually should follow through with it. Then another expansion later, they finally get another 10% of our Dosis casts out of the picture. It's too slow an implementation. The issue is severe enough that it warrants radical, immediate course correction. And the level of 'course correction' that I think would be needed, if done via the 'make the healing OGCDs into GCDs', would mean certain HPS checks at the end of fights, eg Terminal Relativity, J-Waves in TEA, and the like, would not be clearable anymore. They're designed to be cleared with 'use GCD healing, and mix OGCD healing in to keep up', so suddenly changing the OGCD tools to GCD means you're essentially removing a Medica/Helios of throughput from the player. Maybe there's a way to work around that from the player's side. Maybe there's a way to rebalance the OGCDs to have more potency. But again, it seems like we're going round the houses to try and solve the problem in the most roundabout way possible, all in order to avoid the simple and logical solution of 'just add some damage skills back'. 35 Keen Edges.
idk, the devs have routinely taking parts of healer kits, pushed them into higher levels and replaced the now missing gaps with a whole fuck ton of nothing so it doesn't really seem to me like kit functionality in older content is a major concern. God knows going into Coil on healer with today's L50 kits aren't given even remotely the same experience they did when it was new. worst comes to worst they could tweek some numbers if something truely became unclearable, like they did during the stat squash.

I guess I'm sympathetic to being worried that this dev team in particular might only take this one singular step and then want to want and see for an entire expansion, though. I sure as shit wouldn't say it's the only thing that needs to be changed, lol. But it's weird to me that you'd go "not enough of a change, ignore it" rather than just "yeah, ok, that's a decent small step but really should be a footnote in larger sweeping changes that need to be made". Though I guess if you think adding a couple of skills back would be enough that stance makes sense (i don't personally, tho).

also for what in worth in easy content like dungeons, even most normal trials, as i tank i *absolutely do* wind up pushing less buttons as people get better at them slash especially gear rewards start coming in, because you pretty quickly hit a point where small% mitigation stops mattering. not so much the higher tiers of content, but yeah. Which, yeah, is why I do think healer dps and/or offensive support action pools need to be a bit more robust *on top* of neutering the free healing - so skilled players have more to strive for.