Quote Originally Posted by ty_taurus View Post
In truth, it's the opposite. Content is designed with damage being entirely scripted. The game delivers to the player windows of avoidable damage, windows of unavoidable damage, and windows of no damage. These dictate when the healer needs to prioritize recovery or offense, and the windows of offense are significantly larger than the windows of healing. This is not bad design. Not every gamer may like this, but no game is meant to be liked by everyone. It's just a choice. The problem is the refusal to build healing jobs that support this design.
I think this feels a bit like saying if you build the foundation of your house on wooden stilts and then slap a bunch of concrete up there and the stilts break under the weight that the stilts weren't a bad idea.

Well, perhaps stilts aren't a bad idea inherently, but if you plan to slap giant concrete slabs atop them then in this context... yeah, that's a bad idea.

The current damage model is stilts. The current healer gameplay model is a giant slab of concrete. The stilts aren't cutting it, and in that way... yeah, it's poor design. Maybe stilts work in some games, but in this one they don't. It's all about context.

You could have either or, but together they fail. This means that together they're poorly designed.