Something that's come to mind the last few weeks is "Is it really the amount of incoming damage that's the issue, or is it that we have too much potent utility at our disposal?".

I feel like there's been a very obvious notable increase in how much party-wide damage mitigation and healing these past couple expansions. So much so that we're invalidating raid-wides even on content launch.

The problem here is, that the incoming damage has NOT been tuned to account for this in casual content, not even the end-game on patch content.

When not using these tools, things feel like they hit much harder..what I'd normally consider the "healthy amount". Not enough to kill, but enough for it to actually matter.

So that brought to my attention just how much party-wide mitigation and healing we actually have. It easily overwhelms the damage we would normally receive.

Now I'm not saying we should go and remove every single one that we have outside of healers, but something has to give. We can't just have the damage increased too high because then it's unhealable, but we already feel the affects of it being too low due to us being able to negate it near completely.

So my thoughts here are, a couple routes could be taken:
  • Party/Raid-wide mits can be reduced in kits that aren't healers
  • Potent aoes are dished out by bosses more often. Essentially creating heal checks that happen way more often.
  • both of the above

What are your thoughts on this?