These two things are not equivalent.
I also have a problem with fight designs where you can play off of a spreadsheet, and I suspect that's where a lot of the healer ennui comes from. But you're certainly not going to fix that with combos.
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I understand your position and I get where you're coming from. I miss the options we had between dots, shields, heals/shields, and ofc direct damage spells. They stripped away that diversity though and left us with a shell of we once had. THAT is why I say I hate 5.0 changes. The design is very shallow.
It’s really hard too think why they don’t listen what the player do say. Like even the japan community gave them fire for the healer debacle. Either they are so understaffed in the job department that they have no time too massively change stuff, but on the other hand they fixed ninja in less then 2 raid tiers and tried too fix Mnk while they didn’t gave a fluff about whm.
That's because ninja is a dps, they've been severely understaffed when it comes to any job designer that isn't a dps main for like 2 expansions atleast.
As for monk...they didn't know what to do with it since the initial design in ARR, so I'm not surprised that it ended up this barebones.
More than likely, they are understaffed. From what I understand, a previous poster on this thread mentioned that they lost a battle dev during Shadowbringer's development. Losing a single dev may not sound bad, but it really hampered their ability to design certain Jobs in this game. You can see the lack of design choice when you look at the healer jobs, DRK, WAR, and MNK.
Per the credits they only had IIRC: A supervisor, 2 main devs and an intern for their battle role design team.
They've been short staffed on the battle job design team for years now and it's completely on them why they haven't rectified that. It's not like they're hurting for money.
Because tackles didn't really fit the monk design and the tornado kick opener wasn't intended, it was niche, and it was extremely hard to pull off if you had any lag whatsoever.
Monk in sb was flat out unplayed as much as it was in shb. Most of its stuff was completely useless or non functional and the opener didn't work if you had any ping whatsover. Plus it was weak and lacked utility...you know exactly like whm in sb.
Until the job design team gets a substantial increase with at least 1 dev that mains healers and another tanks, then dps will still get preferential treatment to the detriment of other roles.
The dps players also need to get their heads out their arses and realise that just because they aren't spamming cure/benefic/physick does not mean the healers arent healing