I could make it 0%, literally identical damage whether you full sweat or just press Glare. Dia's 310 over it's full duration, Banish is 310, Glare is 310. Quite literally impossible to make a mistake, when everything is completely identical. And you know what? People would still do less damage than others on it. Because you know what the biggest thing that causes people to lose damage is? Not pressing their buttons. No amount of potency fine tuning can help someone that does not roll their GCD correctly. If anything, it'd be more beneficial to such a player if there were MORE disparity between CD/time locked skills like a DOT or Banish, because as long as the player uses those at the right times, a Glare that has way less potency has way less effect on the overall output of the player
Oh, and the SGE MP cost thing? Doesn't affect the damage rotation. It's just to make MP only be a concern for people who are trying to optimize the Kardia stuff, so if a new player tries to start learning it, makes a misplay and starts to panic, they don't need to worry about 'oh no I'm out of MP because of my mistake', Prognosis would be 0MP and always there as a safety cushion for them to stabilize and mentally reset. One of the biggest pain points I had with Disc in WOW was when I invariably messed up while learning, there just wasn't any good 'oh shit' buttons to salvage the situation, so I figured having one of those would be good for learners and/or times in raid where you don't have enough time to 'set up', and need shielding right now
I don't think this point is in contention, so much as the followup of '...and for this reason, WHM (or one of the other non-AST healers) needs to remain at it's current level of complexity (or lack thereof)'. I'm fine with WHM staying the 'beginner healer' or whatever. I just disagree with what that looks like. I think that even beginners should have more gameplay for their levelling through the story than 'refresh DOT and press Glare'. I don't think what I suggested is in any way 'too complex' for a healer, or 'as complex as a DPS'. It's just a shortened DOT and a 15s CD. Hell, we literally had that in ARR, a 12s DOT and a 15s CD (Fluid Aura), just back then, FA was an OGCD. This being GCD actually makes it 'more simple' because you don't have to worry about 'oh i have only space for one weave, do I use Temperance to save the team or do I use the damage button for damage', no you just use the damage GCD on the GCD and then weave Temp right after it, there's no conflict of priorities



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