Quote Originally Posted by Alice_Rivers View Post
Rather than seeing more complex healers I'd rather start with content actually demanding healers heal, then I wouldn't mind having more complexity if it's called for. But I think it more important to address the main problem first and secondary things after.
But we can do both, and we need to.

You do realize that in DF, the overwhelming majority of healers you'll encounter don't GCD uptime (we're talking less than 50% here) nor DoT uptime ? Don't align buffs, don't use ogcds correctly, and so on ?
Why cater to these players ? At this point why not implement changes like :
-every 10th glaroilosis cast applies a dot
-native autocasting damage gcd for healer jobs
Because otherwise maintining uptime is too hard and sooooo stressfull for the poor casuals :'(

if they don't want to improve nor play decently, it's a choice and their problem, it shouldn't be everyone's.

Is there a single issue with having what I suggested above ? , a complex rotation which can be some or all of :
-multiple dots
-various buffs with decision making to do
-damage gcds filling a healing gauge (or vice versa)
And this rotation would be the theorical 100% efficiency of the job, but if you just do 121 you still get around 80% efficiency.
It is an amount that almost no healer in DF meets anyway, because, as said before, by designing healers for the most braindead players, SE effectively made the playerbase of heals mostly braindead & lazy people.

And such changes ar in no way prohibiting changes to encounter design and reducing dps & tanks absurd amounts of self sustain (lmao at thing like earth's riddle or 3rd eye, and don't even start with the tanks).