"Boring" is of course, relative. I mean, people say that SCH is fun to play and I look at them like they're telling me I have two heads, because I find SCH clunky and needlessly cumbersome. Even at the end of HW where it was clearly better, I still didn't like it. I levelled it to get the title, then immediately ran back to WHM and AST.
That's the reason behind having lots of jobs, at the end of the day. They don't play the same way and you're going to like some more than others. They're never deliberately designing one to be boring (although that may happen accidentally), they're just designing it to appeal to different play styles.
Those systems added on to classes that didn't have them before were pretty hit or miss, though. It feels tacked on because it was tacked on. They didn't change anything about how WHM worked to integrate lilies, they simply added lilies on to what was already there and said "k, now you get cooldown reduction", with the exception of Divine Benison, which is the only case that lilies matter at all. I don't know what they were thinking with confessions except that they clearly didn't want to add another oGCD heal that could be used at any time, so they tossed something in to gate it (and then had to immediately rethink it because the first version was completely useless).That might be why the Lily and Confession system is so secondary and unnecessary feeling.
PLD feels similar, where the oath gauge system was added on after the fact and it shows pretty clearly. Jobs that already had some kind of secondary resource system fared better because the job was already designed with that resource in mind. WHM wasn't, and didn't get the redesign that would be required to to really make lilies feel like an important part of the job.
RDM flows so beautifully when you play it that it'd be obvious it was made after the designers had years of experience even for someone just joining the game today who might not know that. Everything fits together and synergizes with itself flawlessly. It's also forgiving enough that mistakes can be relatively easily corrected, which certainly makes it friendly to people who aren't at the top skill level. In this case some of the skill difference doesn't show up on the personal DPS side (because it's pretty striaghtforward to do well on that), but on other stuff like being fast with the Verraise to take that burden off the healers. You'd be depressed at how many RDM players don't seem to realize just how awesome their support abilities are.Thing is, RDM now carries a big "this is easy to gitgud at" sign, too, and no one is too worried about a DPS being easy to understand. YMMV.
I mean, seriously, mana shift that person spamming Holy.
I don't know, I think your opinion is just as valid as anyone else that plays a healer. The people who main it are probably doing so because they like it, so they're not going to tell you why they didn't main it. It's a bit different if you're talking about the best abilities for a given job on a given encounter since a main on that job will have more experience, but this is more general opinions.I'm currently grinding WHM to 70 so my opinion doesn't have the weight of a main WHM player, but I've always fell into that same opinion as you, only to later end up going through phases of playing WHM constantly from how less stressful it can feel some days to play healer easy-mode, ha.
I can say that the thing I like about WHM is the thing I don't like about SCH: all the extra complexity winds up feeling like the job is fighting me sometimes. I don't want to deal with that, I want to deal with keeping people alive and nuking the boss into the ground. When I'm already babysitting DPS who love standing in Void Thunder to finish a combo, I don't feel like babysitting a fairy as well.
YMMV, which is why it's great that we are in a position where all three healing jobs are capable of clearing everything.
Amen to that.Except, screw Cleric Stance. I don't miss that crap at all.




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