- Also, the 'low end of the skill floor' absolutely has trouble pressing Medica over and over again. Because they press Medica 2 over and over again, overwriting the HOT and using the 'less up-front healing potency' move compared to Medica 1 or Cure 3. Besides that, you know Medica's got an egregious MP cost, right? MP management would come back in full force and I'd expect at least one wipe because of 'oops I ran out of MP'. Of course, I guess the SE brand solution to that is to absolutely drown everyone in Piety on gear
- You're basically no-selling any and all suggestions based entirely on your opinion on certain design elements as if you speak for the whole playerbase. Not everyone is bad with DOTs. I am, but I still put more DOTs on SCH, and I'd still try SCH. How would I ever improve at DOT management if I never try a job that has any? As an aside, I wasn't actually that bad at DOT management in SB, so it could be argued that, for me at least, the 'hands off press once and ignore for 30s' nature of the one DOT we have left, has caused that 'muscle' to atrophy and wither because of how little use it sees
- So it's not actually anything to do with the complexity of the damage rotation, but the kit as a whole? Which means that, I can actually add more to the damage rotation with healer design pitches, I just have to make sure to counterbalance it by making other parts of the kit more simple? EG, WHM can have more damage buttons (just a little), but in return it's healing has to be super simple, potentially even more simple than it currently is? For example, merging Medica 1 into Medica 2, so the average Med2 spammer automatically receives the benefit of Med1's extra potency, or making Cure 1 upgrade into Cure 2 (keeping Cure1's MP cost), so that people don't feel the need to use a lower potency heal to trigger the Freecure trait (instead, spamming Cure2 could give the proc if they really want to keep the damn thing)
1: Healers don't get called out for 'doing their rotation wrong' or whatever, they get called out when they don't do their damage at all. Nobody would care if you pressed Glare instead of Banish. A few vocal nuisances who feel like piping up about to make a mountain out of a molehill, will make statement if you just stop pressing Glare entirely, in favour of standing still and casting nothing in it's place. You could probably do a dungeon boss with just pressing Dia and its very unlikely anyone will make mention of it, they've got their own gameplay to worry about
2: There's a raidwide+bleed cast in P10S that lines up exactly with a burst window, I can't remember if it's the 4min or 6min (if it's the 6min that's even funnier because that'd be most people's 2nd pot window). Anyone who sees that damage coming in and goes 'I will not be pressing Rapture because this is the burst window' probably has already done the maths on whether they need to in the first place (ie they're good enough at the game to have that gamesense). Anyone who is not up to that skill level is going to just play it safe and use the heal. I play it safe and use the Raptures, sometimes two of them. I don't see how 'casual player' is going to suddenly get parsebrain because they have one or two extra buttons that, when used optimally, gain them potentially tiny amounts of potency. It's not like we see casual players causing wipes left and right because 'oops use all my Flows on Energy Drain so no Indom teehee' is it