I'm one of those people targeting Asylum, but more because Asylum is something I hardly ever use than anything else. Honestly if you removed it from my bar, it'd be several encounters before I noticed (unlike something like Assize, where id't take ten seconds). I'm not sure I'd care, either.
I spend most of my time in the DF, and Asylum is barely worth using in most of the content in the DF. It's biggest problem vs SS & CU is that unlike those two, you have to stay in it for an extended amount of time for it to do anything of consequence. Even on an encounter that doesn't have people moving often enough to make that a fools errand, you can't trust people in the DF to stay in it. They'll wander off to wherever they want to be, and now it was a waste of clicks to put it up . I mean, it'll work fine on the tank pretty much all the time, but "more tank healing" is not exactly something WHM is in need of. I certainly won't use it when I might want to use DB soon, because it just burned all my lilies and now I can't cast DB. That could be fixed without changing what Asylum does by having it put a HoT up when you enter it, so it keeps working if you leave.
Maybe it's better at the bleeding edge of content, but if the only time something is particularly good is when the top 2% are doing it, that's kind of a problem... especially when PI is already in that boat. And that's setting aside that when said bleeding edge stuff is already solo healable within a month of it coming out, who needs more healing? One healer doing the job of two suggests pretty strongly that there's more than enough healing to go around, more of it that's a hassle to get full effect from is redundant.
This I agree with, but it's SE's doing. When you have bursty damage, the biggest risk is someone dying before you have a chance to heal them. When you can get someone from 1% to 100% in seconds, stopping damage from happening is vastly more powerful than being able to heal it faster than you already can. Rabanstre has a couple of things like that where you take damage and get a DoT and the first DoT tick is likely to kill you, unless you're shielded, in which case you may get a second one. No amount of "more healing" is better than the extra time you get from that shield letting the person live an additional tick (my favorite is when 2 or 3 people get it and the other healer doesn't have Esuna, fun times).On the substance I think we're largely on the same page. My biggest concern, as you noted, is the development of a "mitigate-or-die" healing meta. Design trends can easily become embedded in the development cycles and entrenched in the community's mindset. It's far more palatable to scale things back than to completely revamp or remove them, which is why I vehemently come out against any suggestion to add more shielding or mitigation. Power creep over the life of an expansion is inevitable. One stat affects non-tank survivability (VIT) while multiple affect our throughput. As we get more and more gear our healing output relative to health pools will continue to rise. This naturally favors mitigation, while WHM's core strengths are already in a precarious spot.
They probably could design encounters that favor WHM's sustained HPS throughput more, but they don't. At this point, I'm not sure I expect them to until another expansion brings another round of ability rebalancing, perhaps with an eye to nerfing healing potency so it's less necessary to burst everyone for huge damage in order to threaten them. As it stands right now, the "mitigate or die" meta is coming around because the game favors mitigion, as the mitigation healers also have enough HPS to recover everyone after they mitigate fast enough that doing it faster doesn't matter.
Yep, agreed.For examining current capabilities I don't think there are too many relevant encounters other than O4S and perhaps Shinryu. The former is a fight which actually favors WHM's capabilities because you can spend so much time stacked and Almagest is a match made in heaven for Cure III. And yet, it was first solo-healed by an AST (very soon after release, I'll add). This gets to the core of the problem which I was trying to articulate: healing (/shielding/mit) in general is so powerful that the strengths of WHM are virtually irrelevant. Asylum's seeming weakness is more a function of a lack of need more than a specific problem with the ability's design. It's "just more healing" on a Job which has it in spades. So the issues I see here are: (1) the game offers few opportunities to showcase the healing differential WHM benefits from, and (2) even when it does provide those opportunities, AST can just AOE Bole + Collective + shield through it. Healing? How quaint. Why bother with the stress? The same for basically every one of WHM's strong points. Take MP economy. No question, it's there. But between the Ewer, the ability to extend Lucid Dreaming's duration (a double insult given this was originally WHM's ability), Light Speed, and then the potential presence of SMN/BLM MP batteries or a BRD, well, what's so good about WHM, again?
Yep. I think we're mostly on the same page. I don't want Asylum to be the same as what everyone else has, either. Why have three healing jobs if they're effectively identical? I do want a reason to push the button more often. That's in comparison to DB (the topic of the thread), because aside from the nuisance lily requirement, I already use that one frequently and it does something useful without being a carbon copy of everyone else.So would I mind seeing Asylum changed, say, so that the HOT persists when people walk out of it? Not really. Would I mind seeing it turned, say, into a copy/paste of Sacred Soil? You bet. But in any case it's just more band-aids on band-aids on band-aids to a Job that's been stitched back together after multiple dismemberments. If your ship's springing leaks left and right, sure, you can just plug them as they come and carry on. But eventually you're either going to need a few months in dry dock or you're going to sink.



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