Perhaps a good thing would be to clarify what's changed and the manner in which it's driven current day healing off the rails.
IMHO it's really quite simple and most of the solutions have already been dropped piecemeal in various discussions here over the years.
SE don't really need to go back to ARR style encounter designs, but rather they need to look at what made those otherwise really rather basic bosses such good fun when the modern day equivalents like Alte Roite are almost universally derived.
Ramping up the damage on tanks, allowing bosses to keep auto attacking through casts, allowing those auto attacks to crit, bringing back non telegraphed mini tank busters and additional aoe procs with normalised RNG chances to really keep the healers on their toes. Make us sweat, make us have to keep an eye on the tanks, make us have to keep an eye on the melee. Stop allowing us to let someone sit at 100hp safe in the knowledge that the next AoE is clearly indicated on our spreadsheet and Assize/Asylum/Eos will get them topped long before anything else comes along.
Basically, more incoming damage coupled with less predictability. The sooner SE drop the weird esports mentality and stop trying to design both fights and jobs to be 'logs friendly' the better. I genuinely think it's sterilised the enjoyment out of Savage at this point.


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