What I surmised from reading the thread: GCD healing skills are bad because they cost MP, lose DPS, have a cast time, and unavoidable damage is usually too low before necessitating the need for it -- a lot of negatives compared to better alternatives and these negatives do not outweigh the positives. Being able to use GCD heals as the norm rather than as a last resort requires one or more of the listed solutions:
1. Damage consistently exceeds what free healing can cover, thus incentivizing natural GCD heal use because you start depending on it after your free healing is used up (which is harder to implement as healers get more and more free healing abilities without excluding other people who can't utilize all those abilities as well, as shown with SE's healer changes)
2. Free healing decreases drastically -- too many abilities means lots of ways to cycle skill cooldowns without cost, thus never incentivizing the need to GCD heal very often; a smaller amount of free healing tools will be used up much faster and healers would then be relying on GCD healing to cover the remainder
3. Encounter design changes to consistently require you to utilize GCD healing and save ability healing for a specific mechanic only (like quickly topping off players in a short instance or they die to doom), and not like Shadowbringers or Endwalker where you just have to mitigate a lethal unavoidable AOE or die every 30 to 60 seconds with virtually nothing to heal in between, but this comes with its own problems -- namely homogenization of oGCD skills will be applied to all healers to be able to all handle the same situation. Unless SE can think out of the box with each encounter for unique abilities or create abilities with situational uses that can be applicable to a large group of mechanics, it will be fairly difficult to implement this.
4. Damage neutral route - The current WHM Blood lily route - make GCD Heals worth using because it refunds damage, but the priority tree won't be rated any higher than your other free healing abilities unless the damage neutral route rewards large amounts of damage that is then better to fit into raid buffs
5. Creates an interaction that makes it worthwhile for its cost due to its specific use -- See: SCH Recitation Adlo + Deployment Tactics. The Crit shield spread gives a lot of survivability to certain fights and places a very good safety net that can be worthwhile to use at times.
If there are abilities that empower GCD heals and make them worthwhile to use at a relatively low cooldown (ex: activating Emergency Tactics applies the next Succor or Adloquium with Expedience {increased movement speed}), there is then another situational case which can be made that would incentivize their usage beyond simply healing.
In this scenario, Emergency Tactics giving movement speed would allow a lot more leeway and freedom in movement heavy mechanic fights at the cost of a bit of DPS.
6. Put a notable penalty to free healing tools. Ex: Add decent MP cost and remove MP costs from GCD healing tools, so the advantage of free healing tools is their immediate use and unique effect of each free healing tool rather than being advantageous in every aspect compared to GCD healing once they become so numerous that having a cooldown no longer matters. This would raise the necessity to use GCD healing when MP runs low as the go-to-heal and also remove a lot of the same/redundant healing skills in favor for more unique support-oriented skills. In this way, MP management will play a role in the healer toolkit and piety could have a fairly more interesting role (although if every healing ability remains the same other than the MP cost, you could end up with the same situation as before, just with people melding piety to never need to use GCD healing).
To encourage more GCD healing however, healer DPS contribution will have to take a hit -- and DPS checks will have to be more lenient to account for this unless GCD healing went with the damage neutral route.


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