Quote Originally Posted by Jojoya View Post
It's helpful if you give detailed examples of how healer classes and encounters were designed in those other games so others can understand where you're coming from. People find it too easy to say "other games aren't like this" but then can't express an actual difference between the two.

If SE is going to improve on healer design, what game should they be looking at for an example?


Healer numbers rarely budge in any MMO because most players are more interested in seeing huge damage numbers splashed across the screen over having to watch health bars and debuffs/buffs on party members. No matter what's been tried, it's hard to get players to try out the role that's perceived as having more responsibility. Tanks also have frequently suffered from this, though to a lesser degree.

Perhaps the real solution is to give DPS additional responsibility beyond watch the boss and move out of mechanics as they DPS. Tanks have the added responsibility of handling their mitigation as they DPS. Healer have the additional responsible of keeping party HP at accepting levels and then DPSing if they have the free GCD (or oGCD if available). What additional responsibility has been given to DPS?
DPS used to have agro management, buff maintenance and synergy and utility (remember refresh), they ripped that out as well to completely functionally remove enmity and reduce all utility except expedience to “make damage or healing numbers bigger”

The problem with healers is more than just changes to healers, they are also the most affected by the overall changes in the game design