So, many people may have noted how some healers and to a lesser extent some tanks have become agitated with how their role plays out. Specifically in reference to the meme of "Green DPS" and "Blue DPS" rather than feeling like healers and tanks.
The crux of this, isn't (just) how the jobs have been designed, but is also due to how encounters have been designed. Most importantly, in how encounter design has not evolved in the 6+ years this game has been live.
"But Kalise, look at all the shiny new mechanics we now have in this new Extreme-Mega-Ultimate-Savage-Hardcore-Super-Gosu Raid encounter compared to ye olde Sastasha!" I hear you cry, but while we have more diverse mechanics, the core gameplay is still the same.
That being:
- Avoid the bad.
- If anyone doesn't avoid the bad. They die.
- Healer/SMN/RDM Swiftcast Raises them.
- Boss uses Tankbuster every ~1 minute.
- Tank uses CD(s)
- Healer uses oGCD to heal tank back up.
- Boss uses Raidbuster every ~1 minute.
- Healer uses AoE oGCD to heal everyone back up.
This fundamentally, minimizes the actual role based actions required by Tanks and Healers to essentially, a few CD's every so often. The rest of their time is spent mashing DPS skills and trying to maximize DPS.
Thus, in order to open up the design space for Tanks and Healers to utilize more role based actions, encounter design needs to evolve so that there are more times where it can be appropriate to do so.
How can this be done?
- Well, a simple change would be to increase the passive damage that bosses do. Making it so that it takes more than just a simple Regen/Shield upkeep on the tank to nullify boss auto-attacks between "Busters". In addition, this change should come with a change to Tanks so that they have more input into their own survival through passive damage.
I.e. There should be mechanics, such as gauges, that allows tank players to actively be doing stuff (Such as generating gauge) in order to access skills that increase their survivability.
As opposed to the current system where 3/4 tanks deal damage to fill a gauge that lets them deal more damage. That's a system for a DPS. No wonder "Blue DPS" memes exist...
The end result should be that healers will spend a few more GCD's on healing tanks through passive damage, while tanks focus on improving their own survival to mitigate damage. Ideally, healers won't have to spam heal tanks, but will want to toss over the occassional heal. So as to improve their engagement without simply replacing nuke spam with heal spam.
- Add in more random spikes of damage.
This can be done on a per encounter basis. Maybe one boss will crit on autos and deal more damage to the tank occasionally. Maybe another boss occasionally fires a missile at a DPS dealing unavoidable damage. Etc.
Something to make healers want to react and deviate from their standard filler duties. As well as something to put pressure on so that it's not so easy to just let everyone sit at 10% life because you put a HoT on them and it'll heal them up by the time the next source of damage will exist.
It doesn't have to take a major role in the encounter, lest healing become whack-a-mole, but having it exist in a minor form will improve healer engagement as they'll have something to react to (Especially if mechanics continue to be a binary "People are alive or dead" system due to how vuln stacks work or how their damage works at Savage+ content if not simply insta-death mechanics such as falling off the arena)
- Increase the damage of unavoidable attacks.
This one is more focused on Tank design. Tanks should have more onus in party survival as well as their own survival. Having CD's to use for Raidbusters, having CD's to use on allies being targeted by skills, "Cover" mechanics for all tanks where they can use their bodies (With higher defence and defensive CDs) to mitigate damage for allies.
Most importantly, Tanks should be rewarded for mitigating damage. Bring back the old skills that we used to have that proc'd after mitigating damage (Though, repurpose them to make them function with new generation mitigation skills as opposed to Parry/Dodge/Block procs), make TBN popping a DPS increase instead of DPS neutrality etc.
Tanks in encounters should be either MT and focusing on keeping themselves alive, or OT and focusing on keeping their allies alive. Not simply being "Herp derp gotta punch boss more gooder" irregardless of where they're positioned.
In addition, if resources are thus more focused towards building up mitigation, there should be less pressure on nerfing Tank stats, accessories or damage formulae in order to artificially gimp their damage output, as there would be less of a focus on purely maximizing DPS.
- That's about it as far as I can think.
I believe that's about what would be necessary in the fundamentals of encounter design to promote more engaging content for Tanks/Healers, with further design coming from additional mechanics.
- Bonus ideas
- Shift healing power away from oGCD's towards GCDs.
Essentially, make oGCD's more for panic buttons that you use when you really need to heal someone up right now, with more throughput from GCD's (You can have more instant cast GCD's that's fine, as it still causes you to stop what filler action you're partaking of)
- Make ALL stats for Tanks hybrid Damage/Defence ones.
So as to make gearing more interesting, provide defensive bonuses from Crit/DH/SkS while improving the gains from Det/Ten. So that gearing can be more interesting than "Stack the highest DPS gain stats" or if mitigation was more important "Stack Ten/Det"
Examples could be stuff like, PLD getting chances for Critical Blocks from Crit that absorb more damage. GNB getting reduced defensive CD's from SkS allowing more freedom to use them to mitigate passive damage. Etc.