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This bullet point in particular is kind of ironic though, because it's not like the people who Liked Things The Old Way had any bones thrown their way. No one got to keep the older, slightly more involved/kits.
As I've noted before, at least some healers weren't really that more involved - mainly WHM, though some of the other "complexity" is very rose tinted glasses. And as I've also noted before, at least part of this was due to healers playing the complex Jobs complaining they had to do so much more work for their damage. "Not being bored", as it turns out, is never enough...
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THAT SAID, I am not against the idea of having a sliding scale of complexity for various jobs between roles. Melees, Casters and even Tanks to a degree already have that (not so much Ranged tho imo...), and I tend to gravitate towards different ends of the scales depending on role. But even then, I feel like the GCD kits as they are now are a tad bit *too* simple, and everything should have some room for player skill growth and the ability to fuck things up. Maybe the easiest one doesn't need to be a TON more complicated, but I firmly believe anyone should be able to, at the very least, handle three GCDs they hit with some level of frequency. I could easily imagine a WHM that's still fairly simple like that. An aero that gave you a 15~20s damage increase buff rather than a dot, a water spell that had a 30s recast while still being on the GCD, then a filler stone. Having the timers on the player themself instead of on individual enemies would make tracking them a lot easier for a role that isn't always guaranteed to be targeting an enemy, and keep your attention focused on the same general area as your other healer cooldowns. It's a little more involved, but not so much it would alienate anyone. And then the others could go up from there.
But...WHM...ALREADY has 3 GCD damage spells: Glare, Dia, Misery. So it's already there.