Quote Originally Posted by Colt47 View Post
Not at all that. What I'm kind of arguing towards is that in order for healers to have the freedom to have more interesting damage rotations the healing has to be something that is predictable and not as intense, where there is wiggle room for someone to finish a combo but still get off a heal.
Someone please tell me why it always comes down to combos. Why? No one is asking for 1-2-3 combos. Make it make sense.

And in any case, is it even physically possible to make damage even more predictable? You literally know the exact moment in every fight when each mechanic will occur, what mechanics can be avoided, which ones cannot, and even how many boss auto-attacks occur between each mechanic. How can that possibly get more predictable than literal spreadsheet encounter design that maps out each and every instance of damage like a Disney World Tour Guide pointing out every theme park attraction.