Yes. You'd need to rebalance most of the encounters in the game. But the point is to give more options than "do damage that isn't threatening at all", "do continuous damage fast enough that it's threatening", and "one shot people". Burst healing is so strong that the kind of periodic damage you see in experts is no threat whatsoever for a healer that's awake. Take Zenos. He likes to sit there if the fight goes long and spam Concentravity. Which is nice and all, except it's absolutely no threat whatsoever because it's extremely easy for the healers in this game to heal you back to full when he does it. So even he casts another one two seconds later, who cares?
WoW had this same problem back in the Wrath of the Lich King era, and they responded to it in Cataclysm* by dramatically increasing HP pools while not increasing HPS, effectively making it harder and slower to heal someone to full. That opens up options for fights where damage might not be lethal the instant it hits you, but because it takes more than three seconds to get your HP back up, the hits coming later may prove problematic.
Rabanastre is plagued by this, where you have damage that either one shots people (Hashmal) or damage that doesn't one shot people (both bosses after Hashmal), and on the latter ones people tend to not die as often simply because healers can get you fully recovered from any survivable hit before the next one.
*There was some pushback on it in Cataclym because lots of people didn't like the change, but I tend to think it worked better than what came before it.



Reply With Quote

