yeh i cant imagine doing such a thing that would be crazy...
looks at SHB release
Which should be instructive and a lesson in what not to do...
first off, you know what, lets do it. lets have a simple healer that is just 'press 1 to apply 30s dot, press 2 to spam nuke for 13 GCDs, repeat'. you know, for the people who enjoy the current design. BUT, lets make it a new healer,
Why?
We already have one that does this perfectly. If we introduced a new one, it would basically be "copy and paste WHM right now, but make people level up a new Job and it would start at level 80 so wouldn't be available for entry healers". How does that make more sense? Especially since, as I've said and I think most people here DO agree, WHM is in better shape right now than it was during any prior expansion.
It would make far more sense to add a new healer like GEO and make it fill in that spot for you.
after all, if we're meant to be trying to compromise here,
The part you're having trouble with here is the compromise is CHANGING THE HEALERS AT ALL. Your side is "change them all", the opposed side is "change none of them any", so the compromise is anything in between. Changing 3 and leaving 1 alone and adding a 5th to your liking would not only be a compromise, but a compromise STRONGLY favoring your side/position. I wouldn't mind it being SGE, but WHM is the logical and rational choice. Doing anything else is illogical when you consider WHM is already the "simple" one, is the most played BECAUSE it is the simple one (most played at level cap, so the "starts at level 1" doesn't apply as a counter), and is available for entry and learning healers from the start. It's the only choice that makes sense, honestly.
it's also going to be viewed by the community as 'the idiots play this one'
Only by idiots. WHM and WAR are already looked at that way, and are not locked out of PFs. What locks things out is if they do low damage. If they do comparable, they aren't locked out. RDM wasn't locked out in ShB when it was doing passable damage because most people on RDM could pull better numbers than the average BLM or SMN could, even though they had a higher theoretical cap...not every player could actually achive it, so most PF groups were better off bringing a RDM instead. Indeed, in FFXIV's history, Jobs have never been blacklisted for being "too easy". They're only ever blacklisted for having low damage. 6.0 WHM was different because it had to focus on damage alone to do comparable damage, making its co-healers do all the damage AND didn't have MP to last through longer fights even with everything going perfectly. Its difficulty didn't change from 6.0 to 6.1.
again as others have said, if you take a simple class you can only play it simply.
And what, EXACTLY, is the problem with this?
If people don't like that the Job doesn't "have room to grow", they...play a different Job. Just like if someone doesn't like the playstyle. This isn't a problem.
but anyway, the other reason we're asking for a little more interactivity on healer is
...is kind of irrelevant considering I'm saying let's make 3 of the healers more interactive. You don't have to convince me that some healers should be more interactive and complex. You're arguing a point I'm not contesting. What you have to convince me of is why ALL of the healers have to be made that way. A position you even already abandoned when you said "let's make a new healer that's that instead", which means you already recognize having one that isn't complex and "interactive" would be fine. I think the issue here is that you want your complex gameplay to be available on all 4 of our healers because you like their aesthetics and want to have your cake and eat it, too, basically...but if we introduced a new healer, what happens when you decide you like it's aesthetics and want it to be tailored to your liking, too?
At some point, when dealing with communities of people you have to compromise.
And, as I've noted, WHM is already more or less comparable to WAR in terms of complexity. WAR just presses its other buttons more because of the nature of melee "filler" having 1-2- combos, which is just needless busiwork, to the point many people want that to go away and be like PvP where it's just press one button 3 times. Indeed, we've already seen this in some cases, like RDM's finishers and PLD's magic phase finishers.
On the topic of WAR, though, a lot of people, it turns out, actually LIKE that. The ones that don't mostly play DRK, as it has a very similar playstyle but...different.
if they are grey on PLD, they're grey on WAR.
This is absolutely incorrect.
I can play WHM and get blue parses. I hop on SGE and get greys. The "fundamentals" are presumably the same, but what's different? Whatever is is different enough to make that distinction. Take a SAM player who parses 40-60 and stick them on BLM. They probably are going to parse gray. Put them on NIN instead if you think Melee to Caster is an unfair comparison...and they'll probably also gray on NIN. Fundamentals are the difference between clearing and not, but not the difference between blue and gray. (For the record, I think the difference is that SGE has so many oGCDs, in parts of fights I tend to triple weave, and I also tend to forget Plegma exists or am not in melee range so it overcaps; I believe people who parse higher as a whole manage those things better, but WHM doesn't have those issues for...whatever reason. Or, at least, I don't have those with WHM. Probably because Misery is tied to Solace/Rapture instead of its own independent thing, and that Solace/Rapture don't have a CD per se like Pneuma does. Even Dia uptime is simplier since it doesn't require a prepatory command - much as I like the Eukrasia system for hotbar economy, it's juuuust different enough, especially for weaving and such. And those differences allow SGE mains [I'm more SGE adjacent - I can play it well enough and clear stuff with it, but I play it a lot less] to get green/blue where someone who isn't is getting grays.) The irony is, I do greens on SCH fairly consistently. So you'd think that would translate to SGE, but for whatever reason...nope.
Also: Remember that gray is COMPETENT - "A clear is a clear", as someone, I think Misshapen Chair, has said. But it doesn't mean they're AS competent nor that they're putting out the same performance as they would be on their main.
yeh, we dont want the bad lilies back, which is why, as mentioned above, when people say they want SB healers back, they are referring mainly to the DPS side of things. Aero 3,
I'm honestly not sure. Aero 3 was not some god-tier ability. It would change nothing if we got it back. I feel people saying that are more a "foot on the door" kind of thing that once they get that, they still likely won't be satisfied and will ask for more and more. In practice, Aero 3 shouldn't be a gain on single targets anyway, and in modern AOE fights in dungeons, I'm not sure it would be a DPS gain since you want to open with 3 Holy casts anyway (for the mitigation of the Stuns), and after that, they aren't going to live long enough to make Aero 3 worth using. And why even Aero? WHM isn't a CNJ. Hasn't been for ages.
i already did in a thread i made.
That question was more to Ty since he likes theorycrafting Job ideas.
You're welcome to do it as well, if you like. But I was more tossing it into his court to see what he might do with it.
as an aside, i personally don't think a GEO would ever be done right in this game, as it'd have to sacrifice too much of what makes GEO a GEO to make it function here. no terrain based attack modification because of the 'ley lines dilemma' and boss mechanics forcing you to certain locations at certain times, so it'd likely end up as a bland, caster-role, earth-wind-water flavoured reskin of BLM or something.
Eh, I could see that, but you could argue the same thing for RDM, and it plays distinctly from both BLM and WHM.