Yep. I was there for it, and I thought it was great. It didn't work out so well on the lack of healers department, but if healing doesn't have resource management, then why do we have more than two heals (big heal and big aoe heal)?
That said, it was also that way back in vanilla WoW, and it wasn't so bad there in terms of healer numbers. I remember people used to keep multiple ranks of a given heal on their bars so they could minimize the MP usage for the amount of HP needing to be healed. We were of course the only role that would ever do that, but we were the ones with the most resource issues and the only one where "more" isn't necessarily "better" due to overheal. Then we got collectively lazy when it got progressively easier in WotLK (where "spam Circle of healing the entire run" was sufficient for an awful lot of content), and having to do it the hard way again was a big adjustment that some people just didn't want to make.
I mean, stuff like freecure and ehanced benefic II suggest pretty strongly that SE thinks we should be using Cure and Benefic. For some reason they then gave us a system where there's no particular reason to do that most of the time at endgame. Either they didn't intend for what we got and it's just too late to fix it for Stormblood, or the left hand and the right hand need to have a conversation.
It should be, yeah. At one point in MMOs, being able to lock down, kite, snare, stun, CC and all that were valuable skills. Yanking stuff off and keeping it busy was a big deal. Pulling extra stuff was bad. Saw this amazing Hunter freeze trap snare one enemy in a pack, kite another, and pet tank a third after the tank died, and it was AWESOME when we turned what should have been a wipe into a win. There isn't a lot of room to do that these days, because even if I do use my CC, so few other players recognize what's happening that they'll probably just AoE and break it immediately.Now, with that said, I think there is something to the idea. Surely, wouldn't the game be improved by reining in the power of our heals? This gathering of all the mobs and running to the boss is an abomination. I'd love for crowd control to be a thing in our dungeons. In other words, instead of everyone being focused on dealing the most damage, how about being focused on our roles and teamwork?
A lot of gameplay has been cast aside in favor of "round up everything and AoE it", and IMO the genre is lesser for it. We may be in the minority, I don't know.



Reply With Quote





