
Originally Posted by
Semirhage
I agree that's what the strengths and weaknesses were in 2.0. I also think trying to stick to those same strengths and weaknesses have been at the root of awful design over the last two expansions. Being the "healiest healer" doesn't work when you have more than two, not in FFXIV. The content designers want all comps to be able to clear content with a reasonable comfort level. Having bigger heals doesn't amount to much if it's just overhealing. The weaker healers need to be able to keep up after all. Also having terrible MP regeneration just feels like clunky garbage with the way healer kits work; if you don't have meaningful choices to make, MP management just reverts back to the Everquest days of sitting to regain mana during pulls. It's got to involve a risk-reward system to make it work. At the moment, your choice is "Do I cast Glare, or do I just stand here?", rather than something more like "Do I cast Glare, or do I cast this other thing that does less but also costs way less MP?". There's no "management" involved in a system that doesn't allow you to, y'know, do anything to manage it other than pressing the "gimme mana" button on cooldown.
This takes us back to Stormblood, perhaps the nadir of WHM design. Their "strengths" were just slightly larger numbers on their GCD heals (which weren't necessary, and even then AST had some higher potencies there), and theoretically higher personal damage (which was gimped by the fact that WHM has always had to choose between damage and healing, while the other two have far more/smoother methods of doing both at the same time), and the drawbacks were having effectively zero ways to contribute to the party that the other two healers didn't either match, or do better. Plus the myriad things they could do that WHM simply didn't have any abilities for.
My point is, WHM needs to bring something unique to the table. For once. Because its former "strengths" were exposed for the redundancy they ultimately were when parties were given another option that didn't suck.