Quote Originally Posted by Lyth View Post
A big problem with support job design in general is that the toolkits are packed full of defensive actions that you either don't need or don't want to use. And then we're surprised at why the offensive rotations are so boring and underdeveloped. This should be obvious, coming from a healer perspective of all things.
There are 2 reasons for this:
- Power creep
- Normal difficulty content

Power creep makes a lot of players get enough survivability to no longer need a healer. They can take a hit and let the natural hp generation do enough.

This is especialy the case in regular dungeons where you almost never see a healer check. Normal difficulty just doesnt dish out enough damage. And it does not face enough mechanics to still provide potential incoming damage. This is something where they can learn from criterion: instead of 2 or 3 packs of mobs which you can w2w, add in some packs that you just cannot pull all at once, and add in some arena hazards (like the qitana ravel dungeon). Dungeon design is often very flat in flow. Its w2w as much as possible. There is almost never a need to hold back. For this i realy wish they would no longer force the double section, but just put in 5 packs of enemies in a single section (with potentialy overlapping mechanics involving debuffs that are lethal quickly, if you realy want them to not w2w). The ARR dungeon design is far better on that aspect as while in many cases you can w2w, some areas are notorious.
If things become too difficult, players can slow down! That is a huge balance factor that can scale very well