Quote Originally Posted by RiyahArp View Post
I get four or more people responding to me on posts sometimes, each with multiple points. I cull my responses so I'm not writing massive books each time I make a post.
Oh I understand trust me (i'm probably this forums worst offender in that regard).


That being said, you still haven't acknowledged it. Please go back and read it and respond. I'd appreciate it. You're being hypocritical by not responding to something you specifically asked for, and it makes me question your intent of the discussion. You're either invested and have something to say about it, or you're intentionally being inflammatory. I'm giving you the benefit of the doubt (which is infinitely more generous than other posters here give you), please respect that.

Quote Originally Posted by Granyala View Post
It depends on the implementation of course but healing is difficult enough for most people. If you now design the classes in a way that a healer can acutally f*** up in a different manner than "forget to heal", you will make it harder for a lot of people that are already at their limit.

People like you and me would most likely cope and maybe eventually like the changes.
Though I do not want to be weak as a healer, WoW did that and it feels utterly frustrating, I play a hero damn it I want to be strong and powerful and not constantly go "yeah you just gimped, sorry, meaningful heals are on CD, nothing I can do now".

In WoW, most of the time, the only thing I can say as a healer is "You are not supposed to take so much damage, play better if you do not want to die". That sucks. Here, I just toss more healing, take the hit on DPS and save incompetent butts (within reason). Feels much better. :P
I don't know that I agree that most healers are at their limit. I think that if my model was implemented well the nature of healing would lend well to it. Much better than a bursty pass/fail model. I think that's much more stressful to your average healer because there's no chance for recovery. It's simply press Heal here, or someone dies, whereas my model a healer with slower reactions might struggle to top them off, but can at least stabilize them. In the event things go awry they can blow significant MP to help get things under control at a cost to their longevity. Something that the DPS can then back up and help cover (assuming encounter design shifted, which under my model it would). I think it gives them more time to make decisions and more options in how to triage various scenarios.

Quote Originally Posted by Remedi View Post
tbf They did add a "DPS race" to the final boss of fractal hard, though admittedly it's very hard to mess it up, but that's not something that a better tuning can't fix
Very hard? It's near impossible. I don't know a single person who has EVER died to it. I'm not saying it doesn't happen, that'd be stupid. I'm saying that statistically speaking, I'd be willing to put money on it (even with this playerbase) that it would be considered a statistically insignificant amount of failures.

DPS checks need to be organic and they need to be less pass/fail and have more dynamic consequences. Not boring/binary stuff like vuln stacks/one shots. They also don't need to be at the end of the fight, they can be in the middle, beginning, etc. They can even put competing DPS checks at the same time, forcing you to make a decision between which one to try for and have supplemental mechanics that prevent it from being a binary decision.