Quote Originally Posted by Post View Post
Adding to that mitigation imbalance, increasing the range of all oGCD mitigation and healing tools to account for the increased sizes of hitboxes or increased demand on movement or spreading requirements puts an even heavier imbalance on against direct healing, as those same tools that generally require a healer to be stationary have a smaller range than even non-healer cooldowns now.

I think range as a dimension of gameplay to consider is currently being eroded much like MP economy, enmity, dispelling, applying status effects shielding for prey, positionals etc.

Hopefully they have something equally or more engaging to take it's place, or else it may feel like there's less to consider at every level of gameplay.
It's extra fun because Earthly Star is now unusable while soloing FATEs, quest battles, and exploration zones unless you want to pull every mob within 20 yards down on your head. It's cool though, AST wasn't lacking for personal damage, right?

Lazy raid design is actually making the rest of the game worse.