Quote Originally Posted by Hatstand View Post
I think you’ve misunderstood my point. My point was not that it is not an issue if one healer does more damage than the others. While healing is the main job of a healer, it’s a pass or fail job, so dps numbers is what will differentiate adequate healers. My point was that you can change how well a healer performs at dps by changing the potencies of their skills, rather than changing the function or number of skills. (Although it’s true that here you can only tune for best case, average case, or worst case, which means a healer with difficult dps may end up doing worse dps on average than a healer with easy dps, due to a smaller number of players getting it right. I’d consider that to be worth it to have a healer with something interesting to do in downtime).

If you can find a way of making healers fun for players like me, who enjoy trying to eke that little bit more out of their kit, (in their downtime as well as their uptime) without making them complex in a way that cause worse players to make mistakes, then go for it. But I don’t accept the argument that healers can’t be complex, fun, and punishing to those who make mistakes. BLM is also punishing to those who mess up, and the group is will die because a BLM messed up and the group failed a dps check just as they will if the healer was too caught up in dpsing to push their healer buttons. No one is saying that BLM needs to be simplified so that bad BLM players don’t cause problems for their groups.
My thought it this. I do not consider juggling 5 different timers to be a decent way of creating flow, its needlessly complicated. I would rather see the design of a class be an ebb and flow type of thing. Like for scholar. I find the thought of juggling 5-6 dots needlessly complicated when you could create a more interesting gameplay loop in fewer buttons. I'd rather focus on creating something like that then cry about the good old days. I personally would rather see 1-2 dots with the dots feeding into something rewarding when you maintain them, like a more robust version of the fae guage system where you create a loop between your healing and dps, with measures in place to lean more towards one end without completely screwing over the other.