I would, if its excess currently breaks the relative value of other roles and/or makes the game inadvertently easier than intended.
100% of GCDs spent towards contributing damage is already 100% of GCDs spent towards contributing damage. You literally can't go more dps-focused than is already the case among modern healers. It has also been a part and parcel of the healer role since 1.0. As it is in virtually every MMO that doesn't treat large swaths of idle time for fear of MP starvation as a fun and desirable mechanic.Then why advocate for making Healer DPS even more mandatory than it already is?
If we want any less than 100% offensive uptime on healers, the relative incoming damage has to go up, which acts as a relative nerf to tanks, healer, and dps self-sustain.
And if we nerf all by increasing outgoing damage, unless that outgoing damage is primarily AoE, then the rDPS advantage of dropping healers just becomes all the more prominent... unless you increase healer damage to make up for the lost GCDs.
There was a way of mitigating these costs to simultaneous output to reduce the relative value of eking out every last offensive GCD possible that XIV launched with, oddly enough. At that time, 25% offensive uptime could still net healers some 40% of their damage and 90% damage could be achieved even with just some 75% of uptime. It functioned primarily off of, simple though it was... multiple DoTs. You know, from when we had several times more healing to do and yet also had at least as many rotational attacks.
Why would that necessarily be better, though? Would the game be better for only healers being able to resurrect others? Would the game be better if no non-tank could be shielded/DRed through a minor tether or charge mechanic?Instead of forcing a higher/different DPS discrepancy, it would be better if the game actually brings in unique Healer mechanics that cannot be resolved by other roles.
I'm not saying it can't be, but... why is death by composition check necessarily better than there being multiple means to achieve a given end (be it eHP, damage, or whatever else)?
Perhaps I just need some other but still vivid examples from which to imagine what you want to go for here, since most important "healer-specific" mechanics are relegated to, say, an Esuna-able Doom, which is far from engaging, imo. The first hasn't made much sense to me, and the second seems simply a matter of degree rather than type.



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