Quote Originally Posted by Grimoire-M View Post
Have to disagree on all of these personally. Let SCH and WHM have their own solutions to movement and weaving without making them into AST clones.
I'm not sure why cast time is seen as a class identity rather than a basic function tbh. It's sort of like claiming melees or phys ranged are clones of each other because they all have instant abilities. Shorter cast time (or significantly more free weave) opens the potential to design all sorts of abilities to combo and weave, dps, utility and heal because now you can make them flow and work properly.
Asking the Devs to leave WHM as a turret with maybe one more weave because "it takes a braincell to optimize around the clunkiness" is actually shooting ourselves in the foot, because a clunky clipping turret has no room to receive a wide toolkit of engaging dps, weave and oGCDs. A mobile WHM has room to add anything they like and could be far more rewarding to optimize.

I also really dislike the words "tax" and "punish" in class design. Dps and AST don't punish you for simply playing your role, they "reward" you for playing it well and the punishment is mainly for making mistakes. Being rewarded simply feels better than constantly being slapped on the wrist for things you have to do like avoiding a mechanic or using a heal.
To compare, it would be like placing tank defensives on the GCD, giving them no potency and making them break combos. Sure you could mitigate the impact with smart play, which gives the illusion of it being a skill based system, but it'd feel frustrating to play.

I'd just like healers to flow, feel good to play and reward me when I play well.