It's because these things are not unique to Scholar that I listed all of them. Ruin II is useful for movement. I can see how the pet abilities are a bit slow to use but this is because you are commanding a pet to use an ability. Being slow to execute doesn't mean that they are useless or poorly-designed in concept (especially when Sage has many of the exact same abilities), but you could argue it's poorly designed in code. My feelings are that this would be easy to improve and that the delay was left there to make it realistic. If I told someone to do something, it would take them a moment to get up and start doing it, but because it's a game, maybe it should be faster. I don't find it a significant problem though.
I agree. I doubt it will happen because they don't want to make it complicated to someone trying it out for the first time. The more options you give someone, the more you confuse them and make them feel that it's complicated. The more DPS-related options you give them, the more ways you give a new player get it wrong and the skill gap grows.
I thought that I wouldn't like the skill gap being artificially closed, but now that it's happened, I don't really have a problem with it. Little changes such as using Holy Spirit instead of Confiteor still letting you use Blade of Faith or using Flourish with procs up not punishing you anymore doesn't affect me, but it protects new players from messing it up as much.
As long as they are still fun to play and can do interesting things such Paladin using Clemency and having an abundance of magic attacks, I'm happy. As I said, when I look at all of the jobs objectively they still have a lot of unique aspects to them. The most homogenized thing is the aoe and some of them are different. For as homogenized as healers are, the differences lie in features such as cards, pets, leaps and expedient.



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