Quote Originally Posted by IDontPetLalas View Post
I'm really not a big fan of resource management, having played job/classes in other games where in some cases I almost couldn't look away from my gauge , my rotation had to be 100% spot-on otherwise my DPS would be ruined, my resource management would be borked. We're not talking top 1% of players, more an achievable top 25%. I wouldn't want that level of stress in normal content.

However, in everything else you wrote, very well summarized. I would only add that there is some difference in healers in PVP, and for those people who are tired of seeing the same template in PVE that can be refreshing.
Oh I have mentioned PvP is better than PvE in at least giving battle content as far as job design goes and the level of resource management like you describe isn't what I'm looking for either.

But



That is what my AST abilities look like. There are WAY too many skills that are 0 cost that aren't balanced by CDs appropriately. That is what I mean.

Perfect example of a well designed ability for AST atm is Macrocosmos. Not only does it cost mana, something I have in abundance, its also on a 3min timer, which means I have to pick and choose when exactly I should use the ability. In isolation outside of current combat design at least. Which is the level of thought I want out of healers.

As it stands right now, I can straight up IGNORE Macrocosmos because ES does exactly what it does for 0 mana, damage is scripted enough to where I will always have ES up when I need it (~ every 60s) and in the event I don't have ES I have Celestial Opposition and Collective Unconciousness which are ALSO 0 cost and up every 60s. My own kit invalidates itself and it is stupid.