Quote Originally Posted by Alice_Rivers View Post
In terms of content design, I struggle to think of ways to manage four to six healing GCDs in every ten with the current fight design paradigm, I'm analytical not creative.
We probably ought to start with getting even one Healing GCD required per 10 GCDs in casual content (IE EX Roulette Dungeons). Bearing in mind that 10 GCDs at base Spellspeed levels, is 25 seconds, having to press 'four to six' Healing GCDs means an average of around 6s between uses, which is of course completely unsustainable with the current MP costs, and very likely to result in being heavily punishing if you fall behind on HPS output

There's ways to get us to press Healing GCDs more often, that aren't necessarily super 'punishing' to a more casual player, for example via 'Heal Absorb' effects, that work like an anti-shield that blocks your healing from working until you heal through it, or 'actually making use of Esuna more frequently', etc. But four to six out of every ten... that's a little too far in the other direction IMO. An average of one to two Healing GCDs per 25s is probably closer to the right balance. However, there can be 'pressure moments' where the average is skewed towards 'use more Healing GCDs here', for example, in a situation where everyone in the dungeon party gets a Doom and you have to Esuna them all, that's four GCDs in quick succession, which raises the 'average'