Quote Originally Posted by Tridus View Post
Great idea.
Glad you liked it. Thanks!

Quote Originally Posted by RiyahArp View Post
(1) I don't see this, and it's hard to argue in one breath healing is more meaningful, while somehow being easier than the current system. Again, the more priority you place on cures over optional DPS, the harder it will be. You're arguing maybe for a different kind of difficulty, and that would have to change a lot more than just healers to be implemented. I think you believe its easier, but it may very well be the same difficulty or worse, because triage just pushes the wipe ten minutes down the line instead of it happening in 60 seconds.
Are you saying that it is impossible for something to be easier than the current iteration while simultaneously being more meaningful?

I agree that it's a different kind of difficulty, but I think that sharing the responsibility across an entire team is infinitely healthier design. Sure you could wipe 10 minutes in instead of 1, but it wouldn't be JUST one persons fault like it is now. It would take an entire team of people making multiple mistakes and missing opportunities to save the pull for it to occur.

By all means Riyah - you don't have to like my ideas. I'd be just as willing to listen to yours if you can think of a better alternative (I don't recall seeing you take a stance in many of these arguments, so if I missed it let me know).

(2) This puts more of a burden on healers to fix mistakes, ironically. Part of the "bam, your dead!" model means DPS need to know they can't rely on the healer too much to ignore mechanics. And also, if this style of play leads to longer fights, you still have more stress; hard fights generally are at a decent sweet spot in time to where you aren't getting exhausted healing over the long term.
Good, that's what a healer should be. Not a fake 1 button DPS job. Longer fights? Where did I mention that anywhere in the discussion? In fact, if you know my stance - I'm VERY anti-long fights. I much prefer shorter high intensity fights (a la ExDeath/Kefka).

(3) Well, the thing is that if you want say 70-30% heals, you are essentially asking people to cast cure as much as stone in a fight, so you would just swap the boredom. Rotations tend to make that somewhat more interesting and probably would end up being made.
No, rotations aren't needed. What's needed is more robust oGCDs and healing intermechanics. Like my Lily proposal. That is how you make gameplay more rewarding and engaging by bringing in synergy and decision points. You don't need a strict healing rotation to accommodate that design.

Quote Originally Posted by Granyala View Post
Well this is how the healing of old worked. We were powerful but ultimately severely mana constrained. Remember the buff that makes cure 2 cost no mana? When I dinged 50 back in ARR I needed to watch that and use it. Nowadays we can spam our most powerful heals indefinitely and add damage to boot. Outside of combat rezzes, mana might as well not exist.

I would like the ability to go into overdrive at a significant cost if sth happens, right now we are in perma overdrive and the encounters are balanced around that. That's where the "cast a wrong heal and s/o dies" comes from.

I do think your concept has it's allures and would bring us back to the elder days where mana and choosing the right tool for the right job mattered a lot more than it does now.
4 people of your 8 hurt? Spam AoE and DPS, even if there were the time to bring them up with efficient single target heals, DPS time is far more valuable and no one gives a rats ass about the overheal on the other 4.
In summary - it sounds like you think there's merit to the idea and would even consider it decent, but have apprehensions to its implementation. That's good enough for me.

Quote Originally Posted by RiyahArp View Post
Problem is once you die, even once, you lose all your MP and suffer a 25% potency loss or so to your cures. So if you play the MP management game, you've raised the stakes for a healer dying quite a bit. Combine that with lower potency base cures, and either its much harder for healers, or you need to target them less with instakill mechanics. And there are times when even in hard content I see healers who are new or not so good die twice. You can recover from that now, but if its much more triage-y it actually makes it worse.
You're thinking too one-dimensionally. Yes of course that happens NOW, but that could EASILY be switched in a new design. They could just as easily limit # of res's and reduce their MP cost, have less of a resource penalty (i.e. you res with what you had) and remove the penalty all together.