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Thread: 4.5 WHM

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  1. #25
    Player
    tinythinker's Avatar
    Join Date
    Apr 2016
    Location
    Gridania
    Posts
    748
    Character
    Omi Senu
    World
    Faerie
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    I don't disagree. Sadly, it's that precise mindset has kept WHM languishing in mediocrity for such a long time now. The devs keep focusing on casual content when it comes to balancing only to seem utterly baffled when it fails at the higher levels. With that being said, I don't have an issue with being an entry level healer with a simplistic design. It's the fact there is zero optimization avenues for more experienced players to play around with outside of just being better. Hopefully, that changes come ShB but I can't say I am overly confident.
    I've written about some of this in comments in other threads, but sometimes people latch onto a part where I talk about why WHM is good/fun for the DF pug healer (which I identify as) and once in a while I get indigant replies that seem like displaced of anger meant for SE. But to summarize my thinking:

    1. SE knows tons of players don't go beyond DF roulettes for combat, with another bunch that only goes a bit above that to do new 24-player stuff for coins and maybe the occasional EX party to get a drop.

    2. SE knows WHM is *amazing* for new healers, returning healers, casual healers, healers who pug DF roulettes a lot (see Tale from the Duty Finder for loads of examples of the challenges in DF for anyone that needs reminding)

    3. SE knows #2 is true largely because of how its toolkit is built and because it is so intuitive to play with lots of built-in redundancies and mistake-reversing options

    4. SE has made QoL soooooo much better for people in #2 with the 4.x changes, suggesting this a priority for them with WHM

    5. SE knows people can and do clear all content, even end-game, with WHM and that there is *always* some drama about "meta"

    6. SE knows even a small change can disrupt balance and by keeping WHM so straightforward it would be easy to over-power WHM

    7. With #2/3 and #5/6 in mind, they still could have given some cool-down or cast-time reductions and/or some damage potency boosts for the initial 4.5 patch, yet they didn't, so they either do not see the same need or urgency as many on the forums do for a competitive boost at end-game for WHM or they are just focusing on the restructuring for 5.0

    8. I agree that cast-time/cool-down changes and damage potency changes would be a great way to help WHM for optimizers and end-game people (I think my words were something like "give WHM back its dps crown with no pretenders to the throne") while still keeping the job simple and easy

    9. I've tossed out a few ideas for making the job a *little* more complex using things like a revamped lily system (add them earlier, have a button or three that "spend lilies" on different buffs while also having another bonus or buff for *not* spending them to make it a choice, focus on the WHM elemental theme and have a fluid aura 2 that is AoE slow and debuffs enemies to water/wind damage, etc.)

    10. SE will never satisfy everyone with whatever happens to WHM in 5.0 but I wish the best in the new expansion for all who play the job in whatever capacity or type of content
    (1)
    Last edited by tinythinker; 01-09-2019 at 10:30 PM. Reason: character limit