Quote Originally Posted by inhaledcorn View Post
It's quite clear from your responses that you have 0 idea how to play any healer at a high level. There is no such thing as "bonus damage". The fact that you treat any healer damage as bonus damage fails to realize that, if enough damage isn't dealt, the boss will flat-out kill everyone, and you cannot heal or mitigate that at all. You will die. End of story. How do you prevent that? Everyone pumps out as much damage as possible. High-level healing meta involves you using as few healing spells as possible. These changes are awful because it robs AST of much of its consistency. Why bring an AST when it might be able to give and deal a ton of damage when you can bring a good WHM and guarantee it? These changes do nothing but punish you for trying to optimize your play, the exact same problem SCH currently has.
The solution is extremely simple: balance DPS checks around the assumption that an AST having a certain % uptime on Malefic and Combust is enough to avoid enrage, assuming the party is playing as it is supposed to. Getting 0 or 6 Lords won't mean wiping or not wiping, as you just assumed.

Same story for SCH. If I don't have to spend all my aetherflow on Energy Drain, why does it matter that I might lose 100p because I dared to use a Sacred Soil? Just because that means losing 100p when I'm parsing? Should the game be balanced on this? Obviously the answer is no. If SCH is the only healer that is "punished" this way, the answer shouldn't be "get rid of Energy Drain!", it should be "well, then add something similar to the other healers".

We complain day and night about healers, healing being too easy, kits being boring, identities being stripped away and all that, and then we also have meltdowns over a Lord card. C'mon now. We are never going to get a healer design that satisfies everyone this way.