I think I'll add my voice to the cacophony and help show the devs how many of us disagree with this.
I see a lot of people talking about adjusting the system to work better and frankly make some kind of sense but I don't think that is the solution. The biggest problem with the changes to WHM by miles is the addition of RNG and no version of this class will work as long as it stays. Honestly, this is game design 101 stuff. People need to feel like they have control over the outcome of a game for it to be fun (they don't actually need to have much control they just need to feel they have control.) It is hard to feel good about winning at something if you don't feel like your actions were the cause of said victory. Aside from how RNG removes a sense of accomplishment from player victory it also removes player control over the outcome of the game.
Take Bingo a game that is basically all RNG, have you ever heard of a super talented pro-Bingo player? No, because the game plays itself. If you do well at Bingo its because you got lucky not because you acted in a way that helped you win the game. Now think about Chess, a game that is all skill and no luck, pro-Chess players are well respected because people know that they worked hard and got good at the game. I know I feel way better when I win at chess than when I win at Bingo. The RNG added by SE makes white mage feel more like playing Bingo than Chess and that is a big problem. I would never argue that MMO's should be as skill-based as Chess, luck will always have a place in MMO's but skill should be way more important than luck (Dr. Richard Garfield has a great lecture on the luck-skill continuum if anyone is interested) This is to say nothing of the rewards for getting lucky that SE is giving us. People like Bingo despite it being luck based because when you win you get prizes people like chess because when you win you get a sense of accomplishment what does WHM get? A meager 20% oGCD reduction.
This is to say nothing of the problem with adding luck to a healer role which depends on predictability. I read a comment in this thread a while back that stated that the rest of the raid group was basically RNG because you couldn't predict their actions and frankly he was correct. Especially when it comes to DF/pug raiding your group represents a sort of RNG. Part of the role of a healer is to minimize that RNG as much as possible. Do you have a DPS that just can't seem to avoid that one tricky AOE? The healer's job is to make up for that unexpected problem and keep things predictable. It is awfully hard to keep things predictable when a healer can't even predict the effects of their own abilities.
Just some thoughts I have been having over the past few days I am dyslexic please be gentle

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