This seems to be much more of an encounter design issue than anything. Encounters need more lax enrages, less big spikes of damage and more gradual but consistent damage that needs to be healed, and Healer oGCDs need to be nerfed majorly, probably as much as by half. Doing those things would take us back to the ARR/HW combat design.
Thing is, the wing spices actually exist all across the spectrum. They don't have the green mild section and have NO SAUCES IN IT. Your list looks to me a bit more like this:
It strikes me that (a) you seem to think that there's basically no such thing (at least in a realistic sense for what the Devs will implement) as spicy, and (b) that most things are just flavors of "medium". I think my issue with that is that it doesn't really make for a usable scale. Basically you have an absolute scale based on your belief on what is easy and hard, but it doesn't really have any meaning in the sense of what's realizable, and is thus not granular. It's like looking at only the visible part of the electro-magnetic spectrum when someone else is trying to lay out the whole spectrum for discussion and note the importance of having representation across the entire spectrum. Or, perhaps, you're trying to use the Rankine temperature scale while everyone else is trying to discuss normal Earth temperatures, or about -20 up to +120 F. Sure, you have stars at 5,000 K and you have absolute zero K at around -273 C, but including those ranges just to ignore them doesn't help the discussion much. Firstly, because it's still subjective (in this case) and so not really agreed upon. And secondly, because if we submit those ranges exist, then we have to address that some people may want them anyway, and need to fill them, as it were.
I'd also note that I'm not sure people realize how much things have changed over time. For example, how many abilities did WHM have in ARR? If you made an actionbar set of just ARR abilities (double use for ones that had multiple forms, like put Glare in two spots for Stone 1 and Stone 2), it's a bit less than we have now. And the chiefly used abilities were just a handful of them.
CNJ: Stone, Cure, Aero, Cleric Stance, Protect, Medica, Raise, Fluid Aura, Esuna, Stone 2, Repose, Cure 2, Stoneskin, Shroud of Saints, Cure 3, Aero 2, Medica 2
WHM: Presence of Mind, Regen, Divine Seal, Holy, Benediction
Cross-Class: Limit of 5 (with Job stone equipped)
That's 27 vs the 30 we have today. Moreover, some of those were not really used in combat unless things were very strange (Stone 1 and Protect being the big ones). And (someone) we still have Esuna and Repose today. We've added Rescue as another "don't really use", but the main spells consistently used could fit on one crossbar tab. I even remember having extra room (once I started using a second tab) so that I could have some key abilities on both tabs. WHM and SGE fall JUST short of being able to fit all their buttons on two crossbar sets today. SCH and AST can't do it unless they leave off some things entirely.
The mainly used abilities were Stone 2, Aero, Aero 2, Cure, Cure 2, Medica, Medica 2, Regen (and recall while DoTs were shorter, HoTs were longer), Shroud, and Stoneskin for Tankbusters. A lot of the CDs were "reserved" for "emergencies" by the average player still, Presence of Mind was often used as a healing CD not as a damage one, and WHM's oGCDs were mostly modifiers (PoM, Sroud) as opposed to healing oGCDs, of which it had exactly one, Benediction.
Even doing < level 50 stuff now on WHM requires a different approach as you don't have oGCDs or Lilies, especially if you have a relatively new DRK Tank.




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