You could remove tank sustain to go back pre-EW, the healing in dungeon would remain boring, the sooner you come to this conclusion the better you'll understand the root of the problem.
Try healing a tank that doesn't use its sustain, you'll quickly find that the conclusion will remain the same, obviously the result will vary from healer to healer.
And on top of that you just made the tanks less creative and less fun.
But on my experience with SGE/SCH, the kit is already too much for dungeon.
Even as a tank, I often found myself not pressing some buttons because the excog never popped and half the pack was already dead.
There's a few exception, some packs inflicts small tank buster that can surprise from time to time and it's exactly what dungeons needs, just with a better way to communicate this big hit is about to happen.
But even then, healer rotation would remain a bore, spamming 1 while waiting damages to happen and resetting dot won't be enough.
Healers needs more damaging GCDs, nothing massive but something that makes them feel more than "healers with 1 damaging GCD and 1 dot."
A healbot design will never work, content will always be calculated around your floor and ceiling, except the more healing tools are added, the higher the ceiling goes, as their number alone are a complexity added.


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