Originally Posted by
UkcsAlias
You clearly show that you have no idea how class variety and balancing can work, because there are a LOT of ways to achieve similar results.
Resource management is a very common thing in many games, and depending on the class/job it can be a variety of resources. MP is just like HP, GCD time, stamina (not the HP type, but the type FPS games often have to prevent spamming) a resource that in some cases needs management. A good example is the medic in tf2 in healing time, sure, he can overheal the heavy constantly, but that outputs only 50% of the healing compared to just making sure the heavy doesnt hit 0, and keeps him slightly below 300hp. This is resource management dedicated towards just 1 class (to compare, the engineer and heavy are very ammo oriented, and the spy is cloak time oriented, there are plenty of resource management classes there). Thats why making WHM like the other healers not rely on GCD a bad fix. Resource management is a feature that can make a class interesting.
The real fix is making sure that WHM isnt losing out, and this can (for example) be done by making the GCD damage more potent. But obviously, this should be situational, so maybe instead of a static value, its boosted by healing others. Lets say each cure cast adds 100 potency, and suddenly it doesnt matter you only cast it a few times, because each cast is significantly stronger. This is a completely diffirent approach while preserving most of the MP management aspects. And even adds a new one that can be managed (as in this case it behaves more like the FPS type of stamina).
Giving lots of oGCD healing abilities is just a cheap fix that realy doesnt create any dynamic interactions within the class itself. And while you might not like MP management, some do. Its a bad thing to make all classes suit to most players, because then those players will always just go for the strongest... a meta. If the classes vary a lot, then this becomes almost impossible to do. And yes, some classes might be generaly too hard, but its usualy those classes that also end up being the strongest (because they are generaly made a bit OP to compensate for difficulty). Variety is important. Dont make every class the same.