Originally Posted by
SeverianLyonesse
I acknowledge that some people say it's busywork, but then that's all the tank jobs too and they still have simple mini-games to play in their DPS rotations. Granted, what their 1-2-3 combos offer is mostly aesthetic and a couple different buttons, but I posit that you're just viewing it from the opposite angle I am. I am *not* saying that what a lot of people want or propose will have much if any objective improvement on how healers actually play. But they will (a) better distinguish the job fantasy, which in itself does so much for player engagement and enjoyment. And, far more importantly, (b) it wouldn't be spamming "1" 92 percent of the time. The bar really is that low, and I agree with you that having thought out abilities is preferable...but at this point they don't even need to be thought out much at all to be better than what we have.
Also, I forgot to address in previous, but while I don't mind the idea of AST having a burst instead, I am torn on the idea of giving healers burst phases because then that creates a complication of being expected to sync with the party's burst phases, when to my mind healers want the *option* to weave mini-bursts more than they want big bangy spells. But if any healer did get a big bangy explosion, AST has to be the one. It just has to.
As for punishment, typically the way combos work in the DPS and tank classes is they have a specific order that they need to be played, otherwise they do minimal damage and you are effectively punished for missing your proper combos. Like, taking my experience for tanks, if you don't follow through to the 3rd ability of your 1-2-3, you don't get your gauge/stacks for the other half of your abilities. You literally do not get to do the weighty, fun parts of your dps rotation if you mess up your basic combos. I don't think healers need that degree of disparity between hitting their 1-2(;3), or being forced to interrupt with a heal and just doing 1-1--it would be *nice* if they got extra bonuses rewards they could spend on DPS if they do their basic combos correctly, but I acknowledge that would require a LOT of extra balancing (which could eventually happen down the line). What I am advocating for is literally just the quick and dirty easy fix to get the jobs mostly there, which could then be refined and built out. But I especially think that sort of logic would apply to AST if they are trying to weave in and out of card RNG.
Another idea I just had: Make SGE's second combo ability a rapid-click charge, where the more clicks you do the more pew-pews you get. That would be an easy one-button fix and keep players very engaged.