Quote:
Originally Posted by
Renathras
I more or less talked this out as did Roe, so I'll kind of leave it for now other than to reiterate what I said above, more or less. As I said, 4.0 to present is essentially "A Realm Reborn, Reborn", and as Roe said, the Devs have already indicated they don't want to go back to 3.X. So using 4.X as the baseline makes the most sense.
Ruling out anything is a mistake at this point IMO.
Going back to a gameplay style where resources are valuable and somewhat scarce across the board is definitely something that should be at least considered even if it is associated with the 2.x-3.x era. Titan Unreal was a good demonstration of this IMO. Don't get me wrong, it's my favourite unreal so far and unless by some miracle we get Thordan again, I doubt that's going to change. But as fun as it was, it still didn't come close to how much of a measured panic the likes of it used to be back when they were relevant current content. We just have too much healing firepower vs anything the game currently throws at us that isn't just a simple one shot.
Quote:
Right, but this is the first time it's kinda good in its own right, not just because its competitors were garbage. It may even be meta on some fights, I dunno, but it's definitely holding it's own well and is in the best shape it's ever been in both rotational and functional and feels ways, imo
Granted I'm out of the loop now but I'm pretty confident AST is still numerically superior as ever? It's just hot garbage to play and as such, finding good healers actually willing to endure it long term is the challenge. It kind of reminds me of EQ1 and FFXI Bards, both hugely valued, forever in demand yet criminally underplayed because both needed a very specific mindset to stomach playing for hours at a stretch.
WHM is straight forward with a powerful core kit, works well when played in a reactive manner whilst also having some of the lowest APM demands in the game. That's an enticing mix for less confident or newer players to the role as well as jaded old asshats like myself who just can't be bothered dealing with the RSI anymore ;)
Quote:
I mean, every Healer is. But that aside, I never understand this argument because I play it the same way I play it in Savage.
That's fair, it likely is an across the board thing for all healers. My point is that once I have a specific fight or dungeon down, I barely have to pay any attention to what I'm doing. I just repeat the script over and over until the farm is done or whatnot. I got lucky and got my Rubicant mount early, so helped a friend farm their 50 kills for the totems as well. It was a snooze fest TBH. About the only time anyone's mistakes or deaths could change much of anything was in the moments leading into Limit Cut where it was actually important to drop everything and get people up in time. Other than that? /shrug, swiftcast raise one and carry on glaring. For better or worse, Savage fights tend to be a little less forgiving. Vuln stacks are actually dangerous and there are far more mechanics that won't resolve properly with missing people. So I at least have to pay attention even when it's on farm.
Again, I do agree that it's a role specific issue vs something that's unique to WHM. Perhaps the lower APM and methodical pace of the job makes me feel it more. AST at least mixes things up in that regard with buff fluff mixing things up a little.
Quote:
I really don't think so, honestly. I think the problem is that content design has shifted, and Jobs were shifted partly with it, but not completely, leading to the disconnect. But I think that IS a combat systems and encounter design problem.
I think that's a quite significant understatement TBH.
Healer design has gone in quite literally the opposite direction from encounter design. We have bigger heals, vastly more free heals and faster heals vs anything we had in 2.x-3.x. Yet almost all levels of content deal far less damage now vs what we used to face back in the day.
Remember that even a launch day primal in Titan HM had AoEs that would wipe a group if your healers weren't getting heals off between the stomps. Coil T1 dealt enough sustained damage on the tanks to potentially murder them in the space of a couple of GCDs towards the end of the fight. Meanwhile in Rubicant, the only dangerous AoE mechanics are conveniently spaced 3 minutes apart so I can auto heal them with Lilybell. Thanks Obama ;)
These two facets of the game's design are so polarised vs each other that I think it's fair they are equally to blame for the currently situation. We've ended up as powerhouse healers in a game where everything eventually boils down to DPS numbers.
Quote:
I'm trying to think, but what utility do you mean? Protect? Stoneskin?
WHM handling CC duty via Repose in the very early dungeon meta. This was mainly a thing during ARR's betas and rapidly died out on release once people learned the power of AoE. It was a great change of pace and something I'd love to see experimented with again.
Fluid Aura also counts. Like or dislike the ability itself, but it added depth to the job. Even after Repose lost it's value, FA was still both useful and interesting as you had to think to get worth from it, bet that positioning yourself to ensure you pushed a trash mob against a wall so it didn't get shoved out of the bunch, or even just bumping a caster into the AoEs.
Eye for an Eye was interesting as it wasn't as straight forward as many people thought it was. Between varying in effectiveness on different mob types and abilities as well as also being spreadable by SCH, it was a neat defensive CD with a few more wrinkles to it's game than the current crop.
Ontop of those, Virus, Stoneskin and Protect yeah. I acknowledge that protect wasn't popular, but as an Everquest Shaman and FFXI Bard main, I honestly miss the buffs.
Quote:
Hm...I may be thinking of HW, then. I remember some point WHM having REALLY bad MP economy. Other than 6.0, that is.
You're probably thinking of 3.4 aka Alex yeah. WHM had a bad time of it and A12S really laid it bare. When I tried to prog it on WHM I was flatlining MP as the first adds popped. On AST I could play just as aggressively but still had plenty of MP in the tank. ( ~2/3rds full in this example )
TLDR, some fights had WHM standing around ARR style to conserve MP. AST and SCH both had the mp economy to keep their GCD rolling.
Interesting discussion though, that's the longest post I've made in some time :eek: