Speaking from semi experience, as someone who's actually posted one of these 'how to make it more interesting for higher lvl players' (including potencies and CD balancing), this line is almost insulting to a degree. Any of us who've put forth our thoughts on 'how to make the healers more interesting' has 100% had the goals in mind of 'keep it causal friendly, keep it intuitive to learn, give it room to achieve mastery'. If someone says 'high lvl players don't consider casuals when making their suggestions', that basically tells me that they haven't actually read any of those 'high lvl players' suggestions, they've made the conclusion and they're going to run with it regardless of what contradictory evidence there might be
As an example, my WHM rework I'm so proud of? It'd actually be LESS punishing to a new player than the current WHM is. It would have more room for mobility options, more access to additional healing tools, more ways to heal without losing damage to a crappy Medica1 cast, potencies rebalanced so that pressing 'the wrong damage button' loses less damage. And still, despite all of that, it'd also have more room for a veteran player to optimize on. More damage bursts to play around and shift timings of, to get them all into buff window like we do now with Misery.
Did a 50/60/70/80 roulette once on SGE for tomes or something, got Hullbreaker (L50). We wiped because I had forgotten how hard things hit back then, and how backloaded SGE's tools are in it's kit. I wouldn't mind seeing dungeons scaled up so that THAT is the kind of pressure applied to our current kits. Issue is, 'spam Diagnosis' works at L50 cos you don't have much else. To be 'in line' with that at L90, 'spam E.Diagnosis' would not be enough, it'd require using OGCDs to supplement that healing. And THAT, to me, does not sound quite so 'lower skilled player' friendly.



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