Quote Originally Posted by Liam_Harper View Post
I never understood why people love this idea so much. Healers are too simple so we simplify Ranged dps and turn healers into the current AST (which people are complaining about)?

I'm all for healers getting more utility but:

1. Why on earth rip it away from ranged dps? We're complaining healers aren't engaging, so we want to ruin another role to make ours better?

2. Why should utility be instead of dps? Why not both. The biggest issue with utility is that it's nearly impossible to design a system where it fills all your downtime. Damage reduction and such is only useful in certain situations. Dps buffs generally have set durations and aren't spammed. Look at AST, even with buffs you're still spamming Malefic over and over and over. Especially if you put that utility on the oGCD (but if you made it GCD we'd ignore it for dps).
Dps works as downtime filler because it's always useful. It contributes to the group and the more you use the better. It can be designed to flow and compliment your toolkit.

So while I feel more utility would be great, improving the dps toolkit and making it more engaging absolutely needs to happen too.
Theoretically, if SE actually wanted to fix the core problem, they could add more non-DPS ways to interact with an encounter. Adding more forms of crowd control and cleansable debuffs and Dispels (for removing buffs on enemies) allows for that. The problem is SE and to some extent DPS-focused mains of any role do not like it when their script gets broken, but that’s an engine issue. With charges and raid actions in the game now I think they should be pushing for this more, considering they can then assume people will make the effort to juggle their cooldowns to better fit cc and burst where it’s needed, provided they build that flexibility into the rotation.

Other RPGs might use terrain manipulation to get that job done, but imo those best fit as Raid Actions.