
Originally Posted by
Rithy255
Would healer mains be happy if you gave healers the same damage output as tanks?
There's a world of difference between 'make Healers do the same damage output as Tanks' and 'make Healers have a damage kit that has more buttons'. We don't need to deal Tank damage, and in fact, I'd argue that such a request would be detrimental to the role, not a benefit. When WHM was able to compete (and occasionally outdo) Tank damage in SHB, the Tank players were not happy. It was the reason we have the term 'Glare Mage', because people focused so much on doing their damage instead of their role's objective (heal party members), mainly due to Lilies being a 'damage loss' at the time. And it wouldn't actually fix the issue. Sure, you can boost Glare's potency from 330 to 360, and now WHM does the same damage as a Tank. But the problem is that 75% of your GCDs are Glare, and that hasn't changed. If anything, the problem's now worse, because missing a cast of Glare is now even more of an impact on your damage (compared to the current values)
Instead, we can look at 'more damage buttons, to deal the same damage', and it could be argued that 'what's the point of pressing 5 buttons in the rotation, to do the damage we do now with 1 button?' I find that to be a disingenuous take, however, as I'd be able to follow it up with 'you are correct, so let's remove every damage button from WAR, except for Storm's Eye (applies buff for 30s, akin to the DOT on Healers) and Fell Cleave (spam action)'. It'd feel awful to play, and Fell Cleave would lose all of its impact 'feeling' because of how often it's used. We can instead look at a solution where, while the Healer has more buttons, those 'more buttons' are not necessarily mandatory to use in the rotation.
Let's take a SCH. Broil is 310p, Biolysis is 750p over its duration. So, 2 Biolysis and 22 Broils per minute gives us a total damage output of 8320p per minute. So, if we tune the potencies such that 'spam Broil and nothing else' is roughly 8320p per minute, then we can add however much extra buttons to press, so long as their potencies are tuned such that they're close to Broil's output. Here's some example maths to illustrate what I mean:
Broil: 340p
Biolysis (30s): 70p on cast, 30p per tick, 370p total
Miasmalysis (24s): 280p on cast, 10p per tick, 360p total (this is a replacement/upgrade for Ruin 2)
Shadowflare (15s): 100p on cast, 50p per tick, 350p total (this is an AOE puddle)
With these potencies, simply spamming Broil for 24 out of the 24 GCDs per minute would be 99% of the effectiveness of the current Dawntrail SCH's GCD output (and that includes DT SCH having to use Biolysis). The difference between '24/24 Broils' and 'using the DOTs perfectly and not missing a single tick of any of them' would be about 2%. The DOTs would be effectively 'ignoreable' for players who aren't seeking to do parse runs, and because of that 'ignoreable'-ness, they can be used instead as mobility actions to keep your damage rolling while running around, since they're instantcast.
The above example would take a SCH from using 22 Broils per minute, to 15.5 Broils per minute (the decimal is due to getting 5 Miasmalysis per 2min) if they want to interact with all of the DOTs. But for a player who does not want to DOT, they can simply ignore the DOTs entirely and still clear literally every DPS check currently in the game. In fact, they'd potentially find it easier to clear those checks, because if they use Miasmalysis only at the times they'd currently use Ruin2, the on-hit potency of Miasmalysis listed here is higher than Ruin2 (which is currently at 220p).
Lastly, damage actions, and how we deal damage, are a great way to differentiate the Healers from one another in terms of gameplay. When our role is so one-note (or two-note, more accurately, 1: heal HP bar and 2: mitigate damage to prevent instant die), it can make the Healer tools feel very samey, which is a large aspect to the criticism of the current design philosophy. There's very little difference between Dia, Combust, Biolysis and Eukrasian Dosis, they're all DOTs that last 30s. None of them have any interplay with the rest of the kit. Then we have a filler action (Glare/Malefic/Dosis/Broil) and they all have 1.5s cast times, 2.5s recast times, cost 400mp. SCH/SGE are especially egregious for this, with so many actions having not only similar functions, but even occasionally identical potencies, CDs and even learn levels (Ixochole/Indom, Physis/Whispering Dawn, Pepsis/Emergency Tactics). With more variety in the damage kit, we could instead differentiate the way that the healers feel to play via their damage contribution methods, rather than 'how they heal' (since that design space seems all tapped out).
As examples, here's what I'd do for each:
WHM: Banks damage via GCD healing actions like Rapture/Solace (and another system I'd add). Unleash banked damage for a cataclysmic burst in 2min window with Misery, Quake, Flood, Tornado.
SCH: Outmaneuvers enemies with strategies, and debilitates them with multiple DOT effects. Exploits weaknesses via Chain Stratagem, which can be spread (along with the DOTs) via Bane returning to us.
AST: Has the current simple 'one nuke, one DOT' gameplay, but supplements it with a much more interactive Card system. A heavier focus on buffing allies and manipulating card effects, rather than direct damage.
SGE: Reworks to several actions to make Kardia a bigger part of our gameplay (making it AOE, converting the healing into barrier, etc). Spending Kardia Augments allows you to access a RPR/MCH-esque 'fast attack' burst phase.
With this, it doesn't matter that SCH and SGE have so much overlap in their healing kits. Becuase SCH's gameplay (when trying to optimize, remember the extra damage buttons are optional!) would be DOT focused, and SGE's would be more about overwhelming enemies with a much faster rate of attack. WHM and AST would feel more different, not just because WHM has direct healing and AST has to worry about 'delayed healing' (eg Star growing after 10s), but because WHM (when optimizing, optional) is focused on trying to have all of their 'damage refund abilities' prepared when they go into the 2min window, and AST is focused on playing Cards, manipulating them to be favourable, empowering them with a reworked/returned Royal Road (eg replace the 'AOE' effect cos it's OP), etc. It'd have a lot more chance to appeal to somebody's gameplay preferences. If someone's a big fan of DOT gameplay, they currently don't have anything that really scratches that itch (BRD DOTs being 'press IJ once per 45s' doesn't count, SMN got reworked, every Healer has only 1 DOT), but with this, they'd have SCH as an option, and any SCHs who don't want DOT gameplay, could just... not press the DOTs and still clear everything in the game just fine. A player who 'doesn't want to do damage, they want to focus on healing', can get a more satisfying experience from the AST, as it has far more gameplay centred around buffing allies, which reduces how often they have to use Malefic.
If SE wants to attract a DPS player to the role, having a second SCH with SGE might work a little bit, due to aesthetics, or 'you don't have to fight the faerie clunk', etc. But, I'd argue that 'this Healer has an APM that rivals even RPR and MNK' would be a much bigger draw for a DPS player to try. It might get some players spooked that it's 'too fast', but then there's other Healer options that are slower-paced like WHM. With the current setup, there's nowhere in the Healer role for an APM enjoyer to go, they're all slow (especially now that AST has been reworked again). Diversify the playstyles of the Healers and how they deal their damage, and we'd have a wider net cast to attract players to pick up the role. And it'd make reclearing content feel a lot more different between each, thereby extending the lifespan of said content somewhat.
Long post, yes, but TLDR: having our damage increased to be equal to Tanks doesn't solve anything, increasing variety in our damage rotation opens up a lot of design space, space that lets the healers feel more distinct/different from one another in their gameplay