Quote Originally Posted by PyurBlue View Post
Yeah this was part of the earlier version of the game, but I think the devs had trouble balancing it, especially because encounters in this game can be memorized and solved. When that happens a lack of capability stands out and people tend to avoid it and the class suffering from it.



I see what you want now, more meaningful differences between the results of using different mitigation/healing abilities. This can definitely be achieved through tweaking of current mechanics. For example adding more attacks that apply a DoT on initial damage; shields would be much better against them than heals or damage reduction because they would negate the biggest source of damage from the attack.

New attack types could be added with less straightforward damage applications too like a lifesteal attack that absorbs the initial damage done, multiplies it, and then applies it again. Mitigating it would be the best option if damage done to shields counted as part of the multiplied damage.

For the sake of keeping all classes viable, there should also be some uncertainty in the frequency of these attacks. I can see a problem if there was a fight that used the initial damage DoT attack heavily and predictable as it might exclude WHM which cannot easily shield the entire party.
That's why healer are required..

If for example we boss fight that did Tank buster that is strong against block but it is weak against shields

If Paladin where the tank healers can cast shield to mitigate the TB or it will keep paladin in dangerous state..

In this way we can keep healers vaiable