Been playing Season of Discovery in WOW. Playing Paladin mostly as tank but sometimes I heal (for faster dungeon finding). Thanks to runes, the special 'gimmick' of the season, gameplay is similar to here, 60-70% GCDs spent on damage, the rest on healing. Difference is that I have a lot more damage buttons there than I do here, and it's a frankenstein of a 20 year old game with a 'twist' stitched into it very haphazardly (sometimes bugs happen with it, like questgivers dialog bugs out if it's rune related, and you have to do /reload to fix it)
When I'm healing on Paladin, I've got:
Autoattacks, they do actual damage
Seals to make autoattacks have extra effects, such as MP restore (Wisdom), HP (Light), extra damage (Righteousness) or attackspeed (Crusader)
Judgement to unleash the effect of the Seal, such as Crusader amplifying holy damage on the target, or Light allowing anyone hitting the target to heal ala Bloodbath. Of note is Righteousness, as it is flat holy damage, so doing this every 10s is another way to attack
Consecration, 8s CD, drops an AOE that deals DOT damage with no target cap, lasts 8s, pretty mana intensive though
Crusader Strike, 6s CD, restores 5% of my mana, is considered a melee hit
Divine Storm, 10s CD, hits 4 enemies, heals for 25% of the total damage dealt
Exorcism, 15s CD, deals damage, guaranteed crit on Demon or Undead enemy types
Holy Shock, 30s CD, deals damage or heals depending on target
Sheath of Light, passive that makes me have 30% of my physical attack power be added to my magic attack power rating for 1min each time I hit an enemy (aka 100% uptime), makes my heals stronger too
The Art of War, getting a melee crit (autoattack, Divine Storm, Crusader Strike) instantly resets the CD on Exorcism and Holy Shock
Blessing of Might increases physical attack power for target (yes that means party members not just me)
Blessing of Wisdom gives MP regen
Blessing of Salvation reduces threat generated (rip Smokescreen)
Blessing of Light makes your heal GCDs stronger by a flat amount
Blessing of Freedom removes slows/roots
Blessing of Protection prevents all physical damage to the target but prevents them from dealing physical damage
Devotion Aura gives bonus armor to all nearby allies
Retribution Aura causes reflect damage to enemies that hit any ally physically
Concentration Aura helps prevent spell pushback (the part of Surecast we never make use of)
Shadow/Frost/Fire Res Aura reduces damage dealt by those elements
Oh yeh and Hammer of Justice, a 60s CD stun. Its fun having more damage buttons, and having impactful utilities. Who knew?

Originally Posted by
Aravell
Ideally? 50/50 split.
I will say, personally, even if they gave us an in-depth damage kit, that only fixes half of our problems. The other half of our problems is that we spend most of our time using the downtime kit in the first place.
A proper fix would have in-depth damage kit with increased healing requirements. Uptime and downtime kit improved hand-in-hand.
Basically where I'd stand on it too, just adding more damage rotation isn't the fix on its own, but it's a start. The biggest issue though is WHM. Given it's so GCD heavy on it's healing kit, it skews the question somewhat, as it doesn't have OGCDs to pad out the 50% we'd ask for, so for WHM specifically the ratio would be different I think. And then for AST, the issue is kind of reversed, with card gameplay bloating the OGCD side of the ratio

Originally Posted by
Supersnow845
(SCH’s DOT juggling or a version of DNC’s base 1^3^5 2^4^6 are good examples)
DNC without the dances would be a good amount of complexity for the damage, I think. a two step rotation, two procs to react to, a poolable resource (up to 4) and a 0-100 gauge that is spent on a big hit. So if we remove Fan Dance 1-2-3, and just have the 'feathers' used on FD4 (so it has use in ST and AOE), have the four base GCDs for ST (and just one with it's associated proc for AOE to save buttons), and maybe change Saber Dance to be a cool strong healing GCD (which refunds itself by being damage neutral, EG by forcing the procs on the 1-2 combo, or by giving a free use of FanDance4), then we'd have a good level of complexity I think, with many directions to 'add to' for later expansions designwise (Eg, a Flourish move to force procs, another gauge spender, 'feather' spender, etc)
edit:

Originally Posted by
Mithron
What do you guys think about only tanks having access to mitigation/party mitigation abilities, only healers having access to party DPS buffing abilities and all DPS being selfish DPS jobs with their own unique playstyles? Personally, I prefer DPS having party DPS buffing abilities too because I don't think jobs like BRD and RDM would fulfill their class fantasy if they were both just selfish DPS.
Sounds 'interesting' in some regards, but given they can't make the tanks/healers feel 'distinct' enough from one another, we'd probably end up with the DPS feeling very samey too. It does confuse me why they felt RPR needed to have the 3% damage buff though. Ideally Viper will be selfish like SAM, so that Scouting mains can choose between Selfish and Raidbuffer easily
The issue isn't DPS having party-buffs, the issue I think is that they're too similar in what the buffs do, they're all just damage, crit rate or dhit rate (aka crit rate 2). We can't have GCD haste because it screws people's rotation alignment. We can't have ability recast reduction, because the 2min meta is so important now that misalignment is devastating to the raid's damage. They've painted themselves into a corner designwise on what buff effects we can actually have, so we just get 'X% damage dealt increase' reskinned several times