
Originally Posted by
ty_taurus
The comment was specifically in reference to players who regurgitate some iteration of the general statement "Why do we need to add DPS actions when we could just make healers heal more?" Additionally, while the original 'challenge' I posted specified creating 1 minute of a fight using the existing Sage kit, "increasing the healing requirements only" can also mean reworking the actual healing kit since that is in relation to healing requirements. It's not just about how much you have to heal, but what you have to heal with. If you would so choose, you can adapt the example I used with Sage to 1 minute of a fight using a reworked healer concept. If you would like to give a healer rework idea in conjunction with a 1 minute fight example, you don't need to be hyper specific with numbers, potencies, or cooldowns. You can ballpark things, or even just go of HP% values. "This spell will generally heal 40% of the party's HP" or something to that effect.
Some things to keep in mind when it comes to reworking healing tools:
1. The healers need to be capable of clearing old savage and ultimate content which does limit what you can do with healing kits. There are old fights that do require rapid, party-wide healing in a short period of time. So a suggestion to make healers more like WoW healers where there's far more emphasis on single target healing, thus greatly padding out the amount of time you spend healing each party member up one at a time rather than all at once, likely cannot work with the game's existing content. That is an example based on my own train of thought, for the record. Just want to be clear that I'm not trying to put words in your mouth or anything.
2. No matter how healthy culling various actions may be, or converting OGCDs to GCDs, there's a very real chance that there would be backlash for culling certain things. We saw this with WoW. I do believe it's possible to make healthy nerfs like that, but I personally recommend trying to find ways to offset that with something you add in place of what's lost. Try and come up with ideas that sound really appealing and can make up for what is lost--replace the toy you're taking away with a new toy that's superior. That won't work with every person, but it could work well enough if done correctly. I think if rather than just axing Kaiten, for example, they replaced it with something they feel is healthier for wherever they're trying to take Samurai in Dawntrail (or, you know, just wait until you're releasing the changes that don't work with Kaiten to actually cull it rather than needlessly drop it over a year before you even need to worry about it), that Samurai change could have been generally well-received. That's assuming whatever Kaiten gets replaced with actually justifies its removal of course, but you get my point.