This is a misunderstanding that crops up quite often. Let's take an example, arguably one of the 'most complex' healers to DPS on, HW SCH. Back then, we had Bio at 18s (dealing a total of 240p), Miasma at 24s (dealing a total of 300p), Bio 2 at 30s (dealing a total of 350p), and Shadowflare at 30s (dealing a total of 250p). By contrast, the 'filler' at the time, Broil 1, was 170 (later 190 iirc). Now, we have Broil 4 at 295p, and one DOT at 30s, for a total of 700p. Notice how all those old DOTs deal only a fraction of a Broil more than an actual Broil (with Miasma being about 180% of a Broil), compared to now, where our single DOT does over 200% of a Broil. 'Misplay' with the old systems, eg dropping a DOT for a tick or two, was a lot less punishing than the current systems, where missing a tick of the current DOT is equal to losing about a quarter of a Broil cast
But the key thing about 'not enough time to commit to a DPS rotation' is this: When we have multiple DOTs, we refresh them on time ideally. If we cannot, because of a hard healing requirement (cough Harrowing Hell), either we delay the refresh by a GCD (as many times as is needed until you are safe to), or you refresh early. But regardless of which of these options you take, you're doing the same thing: removing one Broil cast from your fight timeline. If you are intending to go Broil, Bio, Miasma, Bio2, Broil, and you have to Succor to shield the team part way in there, you don't just drop a DOT entirely, you shift it back one GCD to make Broil, Bio, Succor, Miasma, Bio2,Broil, and the last Broil is pushed backwards by a GCD. Playing around the fact that this GCD is pushed back, and striving to make sure it's your least valuable GCD (in this case, Broil since it is the lowest potency compared to the DOTs), is the optional depth that we have lost from the class and seek to have back
If we have an extra button on WHM that has a 15s CD (like old Fluid Aura, but GCD), healing isn't going to suddenly be impossible to handle because of it. We hit the button when we can, and if healing gets in the way, we do the healing stuff first, then hit the button when it's next safe to.
Healing IS OGCD based as it stands. The issue that the devs need to realise is that where they gave the tanks offense skills like Confiteor and Primal Rend, they have given the healers an overabundance of these OGCDs and not enough offense skills to keep the 'between healing' gameplay interesting. Effectively, the tank equivalent situation would be to have WAR have it's Eye and Path combos, and nothing else for it's damage. Then, in place of Upheaval, Onslaught, Infuriate, Inner Release, Primal Rend, that AOE punch thing, Decimate or Fell Cleave, SE gives them another 7-8 cooldowns to mitigate damage with. And not interesting ones, just 'reduces damage taken by X%', literal reskins of Rampart. At a certain point, you have enough mitigation to survive the hit, you don't need more. Same with healing, we have enough to heal through the content. So why do we keep being given more, when the content stays roughly as 'hard to heal' as previous incarnations of the same difficulty level? Nothing about the raid tiers this expansion felt 'harder to heal' than SHB, and the devs have been on record at some point iirc saying that E12S was 'probably the hardest they can make healing before it becomes unreasonable'. So if they can't go further than that, but 'that' wasn't enough, then we have to change tact somewhere, because it means 'more healing needed from player' isn't going to be a viable solution to the issue
IDK about anyone else, but I'd happily take a 25% whack to my output (going from 8k to 6k with current BIS gear for example) if it meant we had four healers each with unique and fun rotations to deal that 6k with. WHM can be 'bursty', SCH can be 'DOT city', AST can be 'supporty' by having cards to play way more often, and SGE can be 'actually a DPS-Healer' by making Kardia into something more than it currently is.
I do not want to do 'more damage' as a healer, I would be perfectly fine with doing LESS damage as a healer. I want the method by which we deal that damage to be more engaging than 'this could be done with a RuneScape autoclicker'
Ironically, the brand name of that trampoline is the exact antonym of current healer design



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