Quote Originally Posted by ty_taurus View Post
snippet
Another level to this is how encounter design is shifting more towards body checks and mechanics which just one-shot a player if they fail it. From a healer perspective, those type of mechanics aren't fun to play against since it basically invalidates your healing tool kit and individual skill as a player. But from another perspective, fights have to do this because a skilled healer can genuinely carry a party through a lot of encounters if mechanics allow for recovery time, plus the whole issue with caster/healer rez power. It's why I enjoyed healing P11S the most out of the latest savage tier since it had the least body checks out of all the fights, even if its encounter design and mechanics are the weakest out of P9S-P12S. So many times in PF, even in farm parties, would I carry and drag a party limping to the next mechanic. That felt good! P12S on the other hand, someone didn't soak a tower? Well gg, let's start again, I can't do anything.

Even something like HH in P10S. Is it hard? Sure, but I wouldn't call it even THAT difficult. You have all your cooldowns available for it and no need to save them for what comes next since it's the last hard hitting mechanic. So often you just use absolutely everything you have, which, as long as you space them out appropriately, will resolve HH fine and dandy.

They could increase outgoing damage so healers have to manage their OGCD heals almost perfectly and occasionally GCD to keep up, but then the weaker players are going to struggle and will cause wipes in parties, which is going to feel bad for the other roles since it invalidates their time and effort, if the sore point of a PF party is just ''our healers can't heal well'' instead of failing mechanics or whatever. IIRC they've said before they do not want healers to be a sore spot for parties and want to decrease the gap between good-bad healers, which was evidently very the case in HW/SB.

If it was down to me, I'd increase damage and actually force healers into using GCD's more and having to manage their entire toolkits effectively, because if you're queueing into extreme/savage/ultimate, the advice should be ''git gud'' instead of ''lets make things easier for you'' if you ever hit a learning curve. Or alternatively, flesh out healers DPS toolkits and give us an actual rotation, so when we are inevitably not challenged enough on the healing department, we have something else to manage and do for fun. Ironically, the only healer which had something to do if healing wasn't required has now been gutted in its rework (IMO), so clearly we know what direction they are taking healers still (i.e nowhere, or to the same/worse state we are now). I think they need to fundamentally rework healers at this point, especially in DT when more healing tools are being given.