Well, unfortunately, we can't remove the idea that 'OGCD or nothing' is the choice, because we as a playerbase are used to OGCDs now. We've had them for so long, they're grandfathered in to the design of the game. You can look at WOW for how the playerbase there reacted when Blizzard moved all the 'OGCD' skills, damage buffs, selfheals, some tank mits (if you can believe that) to the GCD. Prot Paladin's selfheal proc is now a GCD, so you can die because of your GCD lockout preventing you from clutch healing yourself. It was a HUGE outcry. People STILL complain about the change, it happened four bloody years ago now. That and the AOE cap. If SE tried to move heals to the GCD, then people would complain so hard, it'd get changed back within 2 weeks. How are you gonna 'clutch emergency heal' when you're GCD locked, for example? Benison takes 3 months to apply the shield, Benediction takes 4 to actually apply it's heal effect, you want to have it even further delayed because of your GCD spinning? Moving things to the GCD would slow the healing game down to a crawl. Go back and look at some ARR healer POVs, you cannot play like that in the current game, there's too much movement required for mechanics. Identify your shape, move to intercept the tether, move across the arena cos it's gonna spin, move to bait the protean, move to dodge the shapes exploding, move middle for raidwide, make sure to heal in between all of that too! I don't see how it's feasible without completely upending how fights are designed, in which case, once again we're at the result of 'this is a solution that requires a solution that requires a solution'
Besides, as loath as I am to suggest the idea, it is only fair that you consider that if healers have to have their OGCDs removed, then Tanks do too. And I cannot see any tanks being happy about the idea of, eg, Continuation or Edge of Darkness being a GCD. Or Mitigations, god forbid
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Healer DPS matters in that you need to do some damage as a healer to clear content with enrages. The harder the content, the more is expected of the healer/the less the healer is allowed to slack (the DPS can pick up the slack in Extremes for example). The suggestions for Healer DPS that make it 'not as big a deal as you think' is that rather than demanding 'more damage' from the healer, we are demanding 'the same amount'. The enrage timers are not going to be changed because of changes like are being suggested. So the 'Healer DPS is mandatory' angle is only as true as it currently is, just that instead of 'the game expects you to have 80% DOT uptime and cast 100 out of a possible 120 Glares', it becomes '80% DOT uptime, and use 100 out of 120 Damage GCDs, either Glare or Banish or Luminaire or whatever you like', and provided that those additional tools are equal to or more damage than Glare, you'll still meet the DPS check. In fact, if they're higher, you would have the lenience to miss some Glares elsewhere. Maybe because of Banish being a bit higher potency, you make up the damage for a Glare elsewhere that you lost because you needed to GCD heal to save the Tank.
And we do listen to people telling us what matters to them. But as with many things in life, you can't just give them what they think they want directly, because often they've not thought things through. People ask for 'more healing required', but have they thought about how it'd affect MP economy? How much would it need to increase by? If the increase is not enough to fix the problem for the people most complaining about it (savage raiders), then what else has to be done to create a functional 'solution', and how much additional dev time does that take? Are there any alternative solutions that would not take as much dev time?



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