It still seems really strange to me to call wanting to optimize damage "Log mentality", especially when in modern fights so many of the mistakes that could cause a wipe to enrage are not undoable through healing...
...Which, as Ren, Zebra, and others have said earlier, is the core of the issue: to paraphrase, Healers' healing has shockingly little agency anymore. There is a very low ceiling on the kind of rDPS we can produce by indirect means beyond "no one died to unavoidable damage".
And while we could additionally try to fill that lack with support spells and other more interesting downtime skills, I think at the base of all else, we need first/also to have the means of producing more effect for our party through our core healing tools themselves.
Now, I agree that job design should be changed, too, in addition to encounter design. I'd love to see fewer redundancies within our kits (partly through trimming or consolidating some tools and revising them for more versatile use cases; partly through revitalizing what remains thereafter), and enough complexity outside of healing as to still be stimulated in environments with low healing requirements.
That said, on the premise fixes to either one would reduce the urgency or reasonable ambition of fixes to/within the other... I might have to recommend encounter fixes first, if that were at all pragmatically possible (which... it may be, if we could just figure out a broadly applicable method). That is because then we can make sure that we're not simply 'apologizing' our way out of a core kit/role issue, and instead are building on a solid foundation.
Now... on the other hand, if we're only allowed bandaid fixes because the devs are utterly unwilling to bite the bullet and actually give decent space for skill expression within the healing component of healers... then, yeah, kit changes are unfortunately the only reasonable path to go. But, limiting our suggestions to what we expect the devs would actually do is akin to an oath of silence altogether, so...
Agreed. I'd much prefer this.
That said, I don't honestly even care that, well, anything gets damage-refunded. Any "damage-refunding" is, in balance, almost certainly all being pulled from the same budget of expected potency-per-minute anyways (the more 'refunded' potency, the less potency per actual attack to compensate).
Lilies made sense for damage refunding only because they're WHM's form of free healing that allows WHM to stack multiple soft-utilities (mobility, weave space, MP conservation) atop that usual oGCD damage-neutrality, which is honestly kinda awesome as a little twist of design (especially when adding the bit of the fun of the redemption method itself, Misery), but they're no basis for broader damage-neutrality anyways, as getting those Lilies into the kit came at cost to free healing within the kit by other means (e.g., typical oGCDs) anyways.



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