Yes you did.
You just did it there too. Apparently I'm akshuwally a DPS main masquerading as a healer, unlike you REAL healers who like spamming healing spells. If you're going to complain about me making personal attacks, don't passive-aggressively suggest that I belong in the DPS camp when I disagree with you on healer design.
Then I don't know which games you've been playing. Name me a single RPG where you spend the vast majority of your time on a healing class spamming health-restoring spells. I'll wait. In the classic D&D-based ones you ended up mostly healing at the end of encounters, because killing the enemy is more important than keeping everyone at 100% HP. That's how healers work. That's how the definition of efficiency works. That's not just how healing works in FFXIV, that's how healing works in every game that doesn't penalize you for being lower than max HP.I've played HEALERS in nearly every RPG, MMO or otherwise, that I've played since childhood. It IS healing. The only exception are games that have very limited spell slots/use (e.g. D&D), in which case you spend a lot of time doing the equivalent of auto-attacking.
Yeah, you also believe that WHM should play like Dia Glare Glare Glare Glare Glare Glare Glare Glare Glare when healing isn't necessary. What a variety of tools there. Bundles of fun for hours of gameplay.Does the term "Strawman Fallacy" mean anything to you? I believe healers should have damage and buff and debuff tools to use when healing isn't necessary. Maybe you should ask my oppinion on things instead of telling me what my opinion is?
Whence comes this absolute allergy to doing damage? EW GROSS anything but DOING DAMAGE!! It's part of how every job kit works. It's in fact the most important metric in FFXIV. They could radically shift encounter design to make this no longer true, but that's highly unlikely they'd revisit the old content to change this in the already unlikely event they did it going forward.Which does not require that to be DOING DAMAGE at all.
I've argued against this a bunch of times too. I've heard a thousand times "well it was never particularly complex, so why complain about it now?" Because the kit shallowness has never been a GOOD thing? Because bad design doesn't have a statute of limitations after which it magically becomes good design? Because current encounter design is exacerbating that shallowness? It was certainly more complex than EW WHM was, though not "dozens of times". Weird, it's almost like having fewer oGCDs, more DoTs, and more frequent outgoing damage made things more entertaining. But encounter design isn't the ONLY thing that caused this. The ugly stripping of the downtime kit did it too.And yet that's the main difference between EW healers and ARR healers (at least on WHM), and I've had someone here tell me that WHM in ARR was "dozens" of times more complex.
Those of us who call for more interesting damage kits are doing so because we see that Square likes their current beautiful-yet-unengaging-for-anyone-who-isn't-a-DPS cinematic encounter design where bosses teleport to the center of arenas, cast their spectacle attacks for a hundred years, and maybe chunk the tank a few times a fight (which they can just self-heal through). If Square wants to design encounters like this, fine. But give me something to DO. Spamming one button until my eyes roll so far back in my head I tattoo the imprint of my lashes on my brow bones isn't "something to do". It's boring as hell.
It's "clearly" not bad game design? Oh? You're the one advocating for making the other three healers interesting while keeping WHM a snoozeathon. So riddle me this: if this happens, you know there's going to be a skill gap. There's already one. And it's huge. Keeping WHM the boring crayon-eater healer while actually fixing the other three just codifies that skill gap in the job design. So what happens when someone plays WHM and gets actually good at the game? There's going to be a large gulf between the amount of downtime a skilled healer and an unskilled healer can create for themselves. Soooo...the other three healers get to be fun during their downtime, and WHM gets Glare Glare Glare Glare Glare Glare Glare Glare Glare Glare Glare because that's "good enough" for them? Tell them to swap to a different healer because this is the designated playpen for crappy healers? What is this refusal to consider downtime? No, don't make the downtime interesting! Anything but that!It's BAD. ENCOUNTER. DESIGN; I agree. But clearly not BAD. GAME. DESIGN.
You don't LIKE it, and I get that. But that's a different metric.
I've said it a thousand times and I'll say it again. WHM is the only job in the game that people regularly, REGULARLY completely flip their standards for good game design and argue that being designed to play like ass on purpose is the ideal state. You argue for designing literally ANY other job in the game like it and you'll get shrieks of rage, cries of horror. Why would anyone want a gameplay loop so boring, so unrewarding, so utterly lacking in choice, so dull in downtime, such a shallow noninteractive healing kit?



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