Bringing this back just to say: I believe that the 'variety' in what DPS buttons we press is the issue, not the amount of damage we deal, and we should not get the two conflated. You could bring Healer DPS output up to the level of the tanks by simply boosting Glare's potency to 400, sure, but that doesn't fix the issues with the role. It's still going to be bland as heck. It's still going to be one button for the majority of your GCD gameplay. And it's still going to be Healer that gets replaced by DPS to try and pull off nonstandard runs (because trying to do a fight with no Tanks is much rougher due to AA damage, tankswaps etc).
If we get the two confused, SE will have the 'get out of jail free card' to say 'well they wanted more damage, so we boosted their output' and keep the current gameplay. Let's not give them the 'out'. Instead, I think the solution is simple: giving us a more intricate rotation, that is effectively 'optional' due to sensible potency balancing. For example, if we say that SCH has 3 DOTs instead of 1, Biolysis (350p), Miasmalysis (340p) and Shadowflare (320p), if the player ignores all three and just uses Broil (310p) they'll still clear any content in the game. Savage week 1 DPS checks are tuned around giving healers the leniency to drop a lot of GCDs to use healing GCDs instead (doubly so this tier, because the DPS check this tier was weirdly low). The player could choose to spam Broil as we do now, or interact with this 'optional' complexity, rewarding them with an effectively 'cosmetic' boost to damage that has almost zero effect on the group's chance at hitting enrage. But for those who want to optimize, it provides a much more deep gameplay experience, because ANY amount of extra damage is going to be welcomed as part of the optimization (see Energy Drain, even as weak as it now is).
I think the problem with this is already shown by Eukrasian Dyskrasia being made unable to stack with Eukrasian Dosis: some players feel the need to be 'optimal', even when they're not actually skilled enough to BE 'optimal', and the thought of 'I have to put in more work' isn't appealing to said players. And unfortunately there's nothing that can really be done with this, because to me, that mindset is anathema to 'common sense game design principles'. It's possible to make a design that allows a player to play sub-optimally and still clear (even I can make one (or more accurately, four)). 90% of the content in the game doesn't care how sub-optimal you play because there's no enrage timers. And in the 10% that DOES have enrage timers, you can drop GCDs to heal (eg I cleared P11S week 1 with over 30 Succor casts) So as an example, I make a design that gives SCH 3 DOTs instead of 1. Someone says 'I don't like this idea, I don't want to juggle 3 DOTs', I would say 'that's fine, you don't need to', because I tuned the potencies to be such a small gain (as shown above) that it will not make or break a clear. I make a design for SGE wherein Kardia is a much more interactive system than 'targeted fairy heal', being temporarily augmentable with effects like 'stronger', '50% as strong but AOE', 'also applies shields', etc, and someone says 'I don't want to have to mess with all that stuff I prefer healing on SGE as it is now', I'd say 'ok that's fine, the design keeps all the other OGCDs so you can still heal just as you did before if you want, the Kardia stuff is just another tool in your kit that you're free to ignore (it's not like we don't already ignore Pepsis 95% of the time)'
I think the key thing here is that it needs to be clarified that the gameplay of healers shouldn't be 'replaced', instead it should be 'added to'. EG Instead of replacing WHM's focus on GCD heals (that are damage neutral) such as Lily heals, with a more OGCD centric gameplay like the other healers, do the opposite! Go MORE into damage neutral GCD healing, have another system that works alongside the Lilies that allows for damage neutral GCD healing. That way, not only do those who enjoy current WHM have the current WHM still, but they have extra options to avail themselves of if they so choose. And for the optimization minded players, having multiple 'refund' skills like Misery, means that there's a new minigame of trying to line up your healing GCD order in such a way that all of those 'refunds' can all go into the 2min burst, turning WHM into the 'ADPS big burst' healer (which means it'd actually have an identity beyond 'Cure3 bot')



Reply With Quote



