Not all damage is avoidable, though. Should SE tune healing required from the healer around the party standing in every AOE, zero AOEs, or some point in between? And if it's some midpoint, where, 50% of AOEs stood in? 75%, 25%? When you consider how much damage EG the thunder tiger guy in Aetherfont can put out if you stand in every AOE, it's ridiculously high. But you're not meant to, you're meant to dodge those AOEs. And if you dodge every AOE, suddenly the damage he does to you is woefully low. So, do we need less dodgeable damage and more raidwide damage? Maybe that's got the beginnings of an idea, but again, it'll potentially cause some casuals to be unable to keep up and cause wipes. If 'more damage buttons' is not the solution for that reason, then more healing required sure isn't, imo
Imagine that every time that thunder guy does a jump to place lightning tendrils to dodge, he also does proximity damage from where he lands. Suddenly, even with dodging those four back to back jumps, and dodging the lightning they spawn, you still have to worry about taking say 30%-50% of your HP bar per jump (based on gear and distance), and the threat of someone getting combo'd by that damage, into a lightning they didn't quite dodge, means you have to be more on the ball with healing. But again, what if the healer is unable to keep up? What if they cannot heal because they're too focused on trying to dodge the mechanic, so someone dies? Or worse, what if it's the healer that dies to this extra damage? It's been used as a reason in the past, to keep things more approachable for casuals: 'if the healer is the only source of Res and goes down, the party is all but doomed to a wipe, so SE tries to keep the stress of the healer role lower to avoid that outcome'. Adding more healing required in this regard would run counter to that design approach



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