Core gear design problems/solutions- SOD DEVTEAM MUST READ

i think i have the right solutions to the gear design issues that will come if blizzard follows the mistakes retail made

i cant find the clip, but basically in legion/bfa this clip shows how crazy +healing got and in pvp arenas healers were just way too strong and it made a stale/boring game where nothing happened until 1 side had a bunch of RNG crits in a row. but that healing power creep had to be done because PvE boss damage kept getting higher to compete with PvE +healing gear

i dont need to find the clip. everyone already knows this is clearly true and was an issue

SOLUTION- my solution to the above is simple. ALL endgame gear, PvP and PvE, must never have +healing on it. it should always be +spellpower

why? because no healers really want +healing gear to exist for PvP OR PvE anyway. sure, if it exists it will always be the stronger min/max choice and then healers would wear it to feel like they arent gimping their teammates. but thats not FUN. the correct solution is to just remove it all, and make it not even exist. all players, healers included, would prefer that world, and it would make PvP more fun. healers could pump damage and still have heals in emergency

and PvE would feel more fun for healers because they would be getting their fun PvP +DMG gear rewards from PvE

and in PvE, healers would still heal, and you simply reduce boss damage enough to compensate for all endgame gear having +spellpower only

healing is the hardest part of endgame raids. DPS just presses their buttons on cooldown on the boss. tanks press buttons on cooldown on the boss. healers cant just press buttons on cooldown because they go OOM. healing is the only skill area of PvE where the devs can actually stress their resources in a bossfight and make decision making / skill-level matter.
so healers should be rewarded with their strong PvP +DMG gear from doing raids considering their role is the only role that requires skill anyway. the game feels more fun for a healer if all endgame drops are +SP only, so they can heal the raids make people happy AND get their PvP gear as a reward (and that gear will be strong for PvE AND PvP)

only greens should have +healing in it as a old unused stat.

ZERO +healing, not one point of it, should exist on endgame gear. it should be spellpower only

also +hit probably shouldnt be on set pieces either. let that be on rings / etc to go into it if you want to. have all gear be +spellpower and some crit and mana/5

NEXT ISSUE - resiliance is a not the best design choice and things can easily be fixed with other methods

the cause of this issue is, players feel better being rewarded in damage, so most PvE gear rewards include higher higher damage, which is needed to kill the future bosses with more more health. with less rewards in gear buffing our health… most rewards are focused on damage increase

so over time, PvE damage creep became so high that blizzard had to add resiliance to make PvP have a stat that cut down that damage alot but that stat didnt work in PvE

that kinda just felt dumb. i think i have a better solution. and this idea works hand in hand with removing +healing to create a more fun game overall that doesnt need dumb-feeling bandaids like resiliance in PvP

my SOLUTION is- remove resiliance and dont make any damage reduction stat that works only against players. Instead all PvP and PvE gear should basically be equal in strength with the same statlines. next, keep the statvaluepoints the same on items BUT just for SoD go in the coding and double the HP bonus of stamina to 20hp instead of 10hp

that doubles our health. next, in all PvE instances make a permanent debuff that goes on everyone called “reduced courage” or something. and this debuff says simply "max health reduced by 50% " .

so that way, in PvE we would lose that 50% hp and then boss damage/power could be tuned to match the new world we have of no +healing

and i guess double the damage of all world mobs would be needed too

with this solution, all PvP damage bandaids like resiliance and the flat -25%damage nerf in battlegrounds can be removed. and we would get to feel better knowing all our gear and powerlevel is the same everywhere

Just gear up with items have have extra spirit attached to them.

Yes but the trade off is having essentially zero rotation to keep track of and min/max.

But in regard to your point, yeah +healing should just go away.

You’ve gone through a very roundabout way of describing and setting up how healing works in FF14. If healers don’t do dps, it is mathematically possible to clear endgame raid dps checks.
I don’t have a problem with this prescription, but such a fundamental redesign is unlikely for SoD being built on a Classic foundation. Maybe if SoD becomes its own, separate thing, which I desperately hope to be the case.
I for one would love SoD to repair the broken lore and timeline, even as an alternate universe sort of deal, if it gave Blizz the ability to experiment.

DPS kinda has to watch their threat too bro :expressionless: