Quote Originally Posted by Semirhage View Post
Why not, I'll give some feedback.

Ooh. That's going to affect a lot of the game in very unforeseen ways. What happens when a Monk gets caught up doing a FATE? Are they going to get their butt kicked if they pull more than one mob? They're going to have a hard time staying above 95% health by themselves. What about Deep Dungeons? Or even soloing Deep Dungeons? Is Eureka/Bozja style content going to become much more difficult unless you stack constant heavy regen effects on yourself or bring a healer? Unless tuned very carefully, needing to stay at full health to access your full output could easily slaughter solo content, and that's just a repercussion off the top of my head.
I certainly see what you're getting at there. I did have the idea of just making it apply in dungeons and raids and that way outside of multi-person content it wouldn't affect anyone soloing anything and the game balance would remain unchanged. Whether that would bother people I'm not sure.

I also agree that as it stands when you're DPSing it is very boring and I don't think I've met a single person who thinks that any of the Healing DPS "rotations" are fun, just varying degrees of bland. I am also aware however that while DPS matters in this game, most people probably selected the Healer role to Heal and I know at least anecdotally about 70%+ of my button presses in instanced content are DPS button presses not healing button presses. This was simply an (potentially misguided) attempt to shift that in the direction of heals a bit more without requiring a giant restructure of the entire game while still allowing healers to contribute positively to DPS.