Originally Posted by
Loggos
Positive
Coming from PvP I am carefully optimistic because my impression was that PvE white mage might be inspired by its PvP counterpart.
WHM in PvP is straight-forward and easy to understand but (I think) it's very fun (and not brain-dead). In my opinion it's a really good embodiment of "easy to learn, hard to master".
If the dev team manages to recreate the gameplay and class design of PvP healers then this is going to be a win because each healer has their completely unique identity. They're not reskins of each other. They also feel meaningful because despite their reduced buttons they have diverse tools for different gameplay decisions. They just don't suffer from redundancy.
For example (in my humble opinion), as WHM you have a gameplay loop with satisfying variety because damage, healing and utility alternate in quick succession but are never static/always random so you still have to think on your feet. This also makes the fact that you often cast (insta) glare a lot less frustrating because your DPS is constantly "interrupted" by healing or utility.
(In terms of utility something like Polymorph is probably hard to adapt for PvE because obviously you can't polymorph a boss but maybe the devs can find suitable PvE replacement skills.)
Healing also feels a lot more strategic and meaningful because you have to hard-cast it and you are punished a lot for bad positioning/distance/risky maneuvers. And your heals are limited. This means every heal has to be deliberate and well-planned because you need to be sure you can commit to it and you won’t miss it later as long as it’s still on CD. (Of course heals are also limited to the specific number they are because of recuperate. But I think you can recreate the same principle of resource management in PvE.)
This brings me to the point about PvE hard-casting heals (vs. instant DPS). I've seen criticism of it but I really like this choice if they manage to recreate this same kind of strategy/commitment requirement in PvE.
When I play healer I want the main part of my brain power go to the question how I heal best/most effectively.
No, I am not saying healers shouldn't DPS! (On the contrary, as I pointed out above, the unscripted alternation between healing and dps is what makes PvP WHM fun.)
And of course since it's the "easy" healing job I know they won't go for super punishing set-ups in normal content. But maybe in the new mid-core raid tier and above.
Concerns
I can't give a definitive "negative" because we don’t have the actual kit and new fight design yet but it’s definitely a big concern.
Of course PvP and PvE are very different modes.
So the success of WHM and the other healers will stand and fall with the question whether the dev team will be able to mimic the fast-paced randomness/unpredictability of PvP in PvE, that demands of players to make different active decisions vs. a strict routine.
I completely understand players worrying that an even more simplified rotation will completely neuter the job and not bring the promised individuality and challenge.
The dev team really needs to commit to their promise/insight that currently boss fights have too much downtime (to accommodate the 2 min meta) and that evolved jobs will lead to a lot more active and dynamic boss fights.
Randomness is a really important factor here in addition to pace/activity so I sincerely hope the dev team will make this a core principle of their fight design (or at least pseudo-randomness).
That is the key ingredient that makes every PvP class work.
If those are just empty words and the fights stay too similar to how they are now a WHM design like in PvP will be incredibly unsatisfying.
So I hope, their new approach will reflect the philosophy of easy to learn, hard to master.