Quote Originally Posted by Renathras View Post
A LOT LESS THAN NOW.

Need I point you back to Sabezy's timeline of the Byregot fight's damage profile? The content has the same intended audience as the Halone fight, which already has something like 2x as much damage and is still clearable.
Read my linked comment. I was asking for answers to the questions posed therein. Or, alternatively, pushback against my own answers to my own questions. Because we can all handwave and go "A LOT", "2x", "3x"…, but at the end of the day, when I plugged in what I thought were reasonable answers (at least at the time), I cranked up required healing to a measly 30 seconds out of every 60. Which is probably approaching a literal order of magnitude more required GCDs spent healing than what "casual" content requires now.

There will be people bored no matter what, but for people playing content designed for their skill level, the answer is a lot less. Ex 5 is an Extreme yet there's a point in that fight where there's something like 45-60 seconds with no unavoidable damage. You think that's a good idea for fight design?
I never said Byregot or EX5 were good fight designs?

I literally linked to a comment proposing more outgoing damage in agreement. My own comment that I linked is literally a framework for thinking about how high we can crank up required healing.

A DPS kit that needs to fill only 5 seconds out every 60 can look very different from a kit that needs to fill 55 out of 60. Is it not interesting to think about where on that spectrum we should be designing for?

The across the board argument is the problem. You would need a full on DPS role (not "DPS at home") rotation before many people would not be bored running casual content. That's always going to be true. The answer is simply to give people that are more hardcore more hardcore content to run instead for their farms.
You'll have to forgive me if I don't hold my breath waiting for the day SE delivers on that vision.