I said "wrong choices" not "dumb choices". Party needing to be topped before a raidwide means you need AoE healing, why would anyone even consider casting a Cure I there?
"Cure 3 doesn't allow movement and costs 1500 MP where Afflatus Solace under Plenary requires burning the Plenary CD and can be done during movement while not costing MP."
I'd consider this a choice if MP actually required management anymore. You claim movement is a bonus, but what of most fights where you barely have to move? They do the exact same thing then (tops up health bars).
"If you don't want healing focused on damage, why do you want Solace to be damage neutral and Cure 3 not to be?"
If you read what I said in earlier posts, you'd see that I don't want Afflatus spells to be neutral, I want them reverted to a refund like in ShB, along with cutting down on the free healing tools available for the other healers so WHM isn't that far behind.
"If you don't want healing focused on damage, what DO you want it to be focused on? Damage neutral means it would be focused on resource use (MP, Lilies) and movement requirements, HPS (how fast healing is needed) vs HPM (the most efficient healing for the MP cost), eHP (using a heal with a barrier) vs direct healing (filling up the green bar; basically the Emergency Tactics situation of do you need a barrier on top of your health bars or do you just need to fill up empty health bars faster)."
Everything you listed can also be done with damage refunds, there's no reason at all to make everything neutral.
"If not, what DO you want factored in that isn't damage? And why would making damage neutral harm this?"
I want a proper cost to powerful abilities, there should be opportunity costs, MP alone doesn't cut it, if you want a powerful spell, you cut into your damage for it. Damage neutrality on everything will remove the ability to add in any meaningful opportunity costs. MP costs? (MP doesn't need any management) Cooldowns? (Just use your other multitude of free things in your kit) Mitigation versus direct healing? (That's an if/else statement, if damage higher than max HP = use mitigation, else use direct heal after damage)
About the only meaningful thing that you can lose is damage because damage is the only thing that matters in this game.
Let me ask you a question in turn. How does damage neutrality help the healer role design in any way? What benefits are there aside from "I don't lose any damage"? If everything was damage neutral, how can there be a skill ceiling as there is no progression?



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