Suggested before, but imo they should make half the healers consume the concept of support damage. Remove some healing, ensure that the overall healing required for content isn't lost due to this, create a split between the healers with one being enemy focused and the other being ally focused. Support skills that focus on ally would have added damage limiters for better expectation and balance (if you have 5% damage to all party members, this would bias larger parties).
SCH and SGE would become offensive healers, much of SCH would be returned to the way it was. New healing spells could also be introduced (or remixed of current ones), like what I suggested in Dark Healer thread- curse that prevents X out going damage. Primary difference being target.
WHM and AST would become support healers. An example of a support skill that is damage limited would be an en-skill like en-stone on WHM might add 100 potency per skill to the allied target, and 50 potency per self cast to self buff that is expended on next damage skill, up to 500 potency (if not in a party both effects affect the healer). If skill issue of your allies is a concern can make the buffs last a while, or add backup mechanics like if the buff expires with potency remaining grant WHM a buff that allows them to oGCD instant cast stone/glare for 80% of the remaining potency (at no cost).
The idea being SCH and SGE would target the enemies a lot and the allies sometimes, WHM and AST target allies a lot and the enemy sometimes. Both would be dealing damage, both will have similar healing capabilities as before but less healing skills and or healing skills combined with other mechanics (like if there was a curse heal, it might be mixed with just dealing damage- as SCH deals BIO via bane all enemies also get ticked by 50 (3 or more afflicted)/100 (1 afflicted) potency of prevented damage that stacks until consumed by the enemy dealing damage).
Biggest issue is that gear linearly grows (we don't have a horizontal gearing system), content gets easier (self balancing for a large audience), and tanks are self sufficient in easier content (when players use their abilities). Now if you nerf the tanks you don't solve the issue, but would delay it a bit, and then it would be a few heals before going back to 1 2 1 2 1 2. When content is new, even in EW, there was a lot more going on because of bad gear, no echo, and no tank skills. I think the primary issue is actually the gear, then tank skills, and then any sort of content player buffs.
I think without massive changes to multiple systems the easier solution is to concentrate some of the healing actions and bring in support for some of the healers (that leads to damage) and return / reinforce the offense that other healers had liked (for example returning much of SCH, if not improving it 'in that focus').


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