Yeh, I'm so glad that we can tell the SMNs 'dont worry, I know your class got lobotomized in complexity, but it's okay, because BLM still has complexity!', I'm sure they really appreciate it
All of them? If you had to do something, anything, different compared to SHB, that's 'a different rotation'. Even if it's just 'press this button three extra times' in the case of PLD, how many times did people overwrite their Valor DOT? How many people forgot how many Holy Spirits they were spending and screwed themselves out of a Confiteor in SHB?
Then they'd be able to learn how to press extra buttons. Or if their skill level is such that they clear in like week 12 because of gear difference, they can continue to ignore extra buttons and bruteforce with gear difference, just like now.
Imagine Super Mario Galaxy. Normal Mode is Mario, and Savage is Luigi mode, with his slippery inertia when slowing after releasing the controlstick, faster run speed and higher jump height (meaning potentially overshooting). So yeh, this kinda thing already happened in Mario. Someone who can beat Bowser on Mario Mode might not be able to as Luigi, because he's more unwieldly to control. I struggled on the ice levels as him a bit because of his slippy ground traction combo'd with 'no traction on ice'. So instead of complaining that the game should just give me the reward, I learned Luigi's differences and got good enough to complete his mode too.
How are people knowing when to refresh Dia now? By looking at the duration remaining on the debuff on the boss. So what's stopping them from looking at a second DOT timer, right next to the first one, in the same location on their screen? I don't like muscle memory damage rotations. Healer rotation in SB was not 'muscle memory damage rotation', I wasn't refreshing my DOTs because I could feel in my bones 'ah yes i have done 7 Broils, after this next one 20 seconds will have passed which means I must refresh my DOT', I refreshed them cos I saw the number under the icon said 1.
It's been shown to be controversial because a lot of the raid community has gotten used to not using GCDs for healing because they haven't been needed for so long. Parses have nothing to do with this, competent healer players know when GCDs need to be used, and have no objections to using safety GCD healing in prog/going for a clear.
Then we have the Abyssos problem: People would not be prepared for what is actually expected from them, because nothing up til that point has asked it of them. Then when it's suddenly demanded, they assume it's an outlier rather than the new expectation of them, because everything before that didn't ask that of them. In order for the 'more healing required' design to properly work, every piece of story content would need to force the player to heal, to get them used to that. Which would mean story dungeons being an actual threat, which is not necessarily disagreeable to me, but it would be to a lot of the Limsa AFK crew.
Depends how big the tank pulls. But Sastasha is a terrible example, as a SCH can literally AFK it, the fairy handles everything at that level. What people learn in most story dungeons is how much damage mobs do, or don't do more accurately. If the change was implemented to force more healing throughput out of players, they'd learn that THAT is the amount of damage mobs do, and therefore how much healing is expected of them.
The question isn't if it was easier or harder, the question is 'did things have to be relearned'. And with AST, the whole Card system had to be. You remember old cards right? How they had pairs for their RR effects? Arrow was paired with Spear as 'Double duration'. Now Arrow is paired with Ewer. That new pairing would require relearning. And yeh, you could look at the job gauge to work out the card's effect/seal granted. But, for people like me, who learned to differentiate which card we got by seeing + The Balance in the 'Buffs received' flying text back in HW, 'look at the job gauge' would require... relearning.
And of all the healers to get filler GCDs, I'd actually argue for AST to be last in line for it. It'd still get complexity, but not on it's filler GCDs. The reason it had the more basic of rotations back in older expansions was because it had to, to give breathing room for the Card system. So I'd focus more on the card system to differentiate it. If we gave all of the healers a new filler GCD and a second DOT, they're all just gonna feel samey again. So make WHM bursty, SCH DOTy, AST even more buff gameplay, SGE an actual damage-to-healing healer.
Cut the rest because it's obvious you're missing the point. Whether on purpose or by sheer obliviousness, who knows. But this last bit, where you put /sarcasm. Did I really have to put /s to tell you that, no actually I don't want them to remove all damage from tanks? That it was just an example of a way they COULD make tanks functional, without them having to do damage, thereby allowing the Trinity fetishists to get their rocks off that 'only DPS need to do DPS!'
And yeh, people recommend WAR for new players. If it's hard to screw up, why would you not recommend that one to a new player? The problem isn't that it's hard to screw up, the problem is that even at high end optimization, it's hard to screw up. Having ways to screw up makes it feel rewarding when you don't screw up.
With the multiplier on tankstance, the flat threat bonus on Provoke, and Shirk, two tanks in an 8man trial might actually be able to keep threat on the boss by just doing the 'circleshirk'. Maybe I should try testing it tomorrow.