
Originally Posted by
Carighan
I feel your motivational analysis is correct, but your idea of what it resulted in is wrong.
In a lot of ways, what they did is the correct way of doing things. They probably looked to other MMORPGs for inspiration. Your healers' filler-damage has to be simplistically designed, and ideally they also contribute some damage even when doing their own job, in this case they went the lame route via DoTs, although some classes show extra elements like Astro bomb damage, Sage stuff, that kinda thing.
The issue comes from a combination of:
* The raw amount of buttons on each class by now. People forget this when comparing old expansions, just how simplistic job setups were back then even if the mechanics were less streamlined. In particular the oGCD-weave-mudflation had not happened at the time.
* A desire to make fights more and more complicated. This is entirely natural, and every MMORPG has to grapple with this.
* The inherent need to keep adding things to classes as the game ages, notably with each expansion.
In combination, these three result in a gameplay where each instance of damage the tank or group takes is strictly controlled (as it is already as high as can be without killing someone, basically), all extra damage can be and has to be 100% avoided as it is usually lethal damage, and every healer also has a plethora of non-GCD ways of dealing with damage on the group. Hence the meme-like "Oh a boss ability? Press next oGCD!". And with healing being relegated to the 10-20 CD-based healing tools, all GCDs are "free" to be used for damage.
With tools that are setup like in other MMOs, where you spend 25%-50% of your time dealing damage, and sometimes even less than that.