#0 - May 11, 2009, 8:37 p.m.
Anyway, if this is true, why is the difficulty constantly put into the hands of the healers. Raid lives or dies on whether the healer has mana problems or not etc. Dps just pushes thier individual konami code and(if we are all lucky) gets out of the colored stuff. Tanks grab/hold aggro, and occaisionally drag bad guys. Anyway, the only way to make mana management actually difficult is to tune bosses so we don't really quite, or just barely have enough anyway, but that only lasts until X gear threshold is hit, then it's moot again,
So, why is it, when fights are too easy to heal/mana isn't struggled over enough, healer mana/spells/efficiency is the first line of thought as the issue. Why should resources be the key to the difficulty of every or even any fight? Resource management would make for an interesting boss if it wasn't constantly bandied about that that's what the game should be about.
Anyhoo, how about instead of feeling the need to change a resource model in the name of making a healer fight more interesting, makes fights that are interesting to fight, not just heal. There's plenty of ways to mix up a fight that makes it hing on dps.
ie: X things have to be hit in a particular order, dps can then resume. X attack requires and intterupt as not even shield walling can save you. Make the amusing trick or ping ponging with taunts neccessary in a fight. Makes it so you have to kite a boss along a maze shaped platform. there are a million ways to make a boss fight interesting. And it wouldn't hurt to make a fight or two hing on the dps doing something right besides MOAR DOTS!
~2 Zenny.
TL:DR ~ I wasn't talking to you.
