Quote Originally Posted by Renathras View Post
This question is a double edged sword - how do you make a damage increase for the people who are bored without affecting the people who are content with the current model?
By, as we've been through hundreds of times, making the potency difference between 'optimal' and 'suboptimal' low such that 'doing it wrong' is not enough to cause an enrage, but 'doing it right' has a gain in potency over 'wrong'. Avoiding the failure state of 'not dealing enough damage', that being 'you hit enrage'. Whereas with healing, you can increase the amount required to sate the higher end, but the lower end is not allowed to 'ignore' the extra requirement, it's unlikely the balance would allow them to play 'suboptimally' without it causing a wipe. And if it IS possible to play suboptimally re: more healing required, then it's not changed anything for the higher end, as they're already playing optimally as it is. Going from zero healing GCDs used to 'still zero GCDs used, but more OGCDs were needed' in a dungeon run is not gonna go down as 'successful rework' for the best players