Can't help but notice that this

Originally Posted by
ForsakenRoe
what is the magic value of potency per minute at which the design becomes 'unacceptable'? Because there's clearly a line in the sand, but I don't understand where it is
didn't get answered by anyone who actually HAS a line in the sand, so I'm still clueless as to where the line is

Originally Posted by
Shurrikhan
As is stands, your healer "Ice Mage" is putting out 80+% output, not some 30% output, even when using only some 30% of their kit, and is able to clear Savage just fine. So yes, you can easily say that a healer who only wants to use 80% of their kit is fully able to do so -- all the more when those differing/additional skills share resources, as is typically of the suggestions here, rather than simply adding flat ppm.
tagged cos long
Once tome gear starts rolling in, you can literally ignore AST's entire gameplay mechanic, it's cards, just Div on CD/Maleficspam/refresh DOT, and you'd clear Savage. Even though the cards are like 15% of your total RDPS. The problem isn't 'you won't be able to clear if things get more complex', apparently it's that 'people's week 6 clear will now be a week 7 clear because they need extra gear to make up for their lack of damage' (from not pressing the new buttons). Might have a point for AST cards as they are, but if we took the previously mentioned '160p per minute' loss from what I've rallied for (for a year now, time flies), then a 10min fight sees that player losing 5 total Glares worth of damage. The argument ignores key rebuttals/fixes to 'problems', like how potencies can be balanced such that the potency difference between average player (enough to clear) and '100% parse god' is smaller. Energy Drain's potency shows that optimization-minded players do not need massive gaps of damage between themselves and 'the not-so-hardcore', they want 'a way to express their mastery of the job/game' even if it's by only 300p per minute (as is the case with ED)
I've said before, any changes like this are not assailable with 'people will have to learn new rotation, it'll be stressful in battle, they might make mistakes and lose damage' because we already have to learn new rotations when we get expansions and new additional tools to put into our gameplay. I used to be 'not completely trash' at SAM back in SB. Now I'm terrible at it because Meikyo enforced the 'strict 60s loop' gameplay style and I don't vibe with it anymore. If I practiced, I'd probably get good at it. Which is the point I'm trying to get at with any suggested healer changes. Yes, it will take some time for people to get used to the new skills, and how to use them in the rotation. But I've tried to make my designs as quick and easy to pick up and learn as possible, I assume other idea-pitchers had the same thought. I don't think anyone's going to be going through a Rocky training montage, 8 hours a day at Stone Sky Sea, to work out how a new 15s CD damage skill fits into their rotation. It's literally 'press when it comes up, unless you want to save it for movement'.
Plus, if you have to heal because of week 1 damage/panic/whatever, then the thing you shift out of your damage rotation to make room for that GCD heal is... your lowest damage skill, Glare/Broil/etc. If you were meant to cast Banish at X:15 but had to heal instead on that GCD, you would still have Banish, it just shifts forward 1 GCD to X:17.5, and the Glare that was there is now removed. In this sense, having extra tools like this would not lose people damage, rather, it'd help them maintain their damage