I mean, we could poll on it, but considering one of the biggest complaints against SCH from both surveys seems to be "we hate Energy Drain uses Aetherflow competing with AF heal/mitigation abilities we want to use but feel like we shouldn't", I don't think doing that with other Jobs (WHM, SGE) is a good idea, since it's something people don't like, not that they want more of. I also never accept the "killing faster is utility/mitigation" because you can't noticeably kill bosses faster. The average Extreme/Savage boss, hell, the average 4 man dungeon boss, doesn't die substantially quicker due to SCH Energy Drains. 300 Potency per minute for a 3 min or less fight (4 mans) is around 900 potency, or, what, 3-ish Broils, roughly? For trash packs, this argument makes a lot more sense, but for bosses, it really doesn't. So many people use it, but in absolute terms, it's borderline irrelevant since that much damage is comparable to a few crits and falls within an average run's white noise variation (Crits and DHits). No one is saving the day in any real way by using Energy Drain outside of cases your party BARELY meets Enrage, in which case we're arguing a different point (your DPSers aren't great) than your damage being utility/mitigation.
When no healing is needed, Lilies are still a movement tool. But as I noted, a shield, HoT, or mitigation spender would resolve that problem since those are always useful actions in almost all cases. There are VERY few cases where, at the very least, the main Tank isn't taking damage of any kind for over 15 seconds. Not saying NONE (Ex5), but in general, that's not happening (and even then, you can just move your spenders to when the damage IS happening)
Melee Healers won't work in FFXIV because of the way boss abilities target players. That encounter design mechanic would have to change first. Most mechanics are designed with 4 melee safe spots (for the 2 Tanks and 2 Melee the Devs balance 8 mans around) and 4 ranged safe spots (for the 2 Healers and 2 DPSers). Some Healer targeting mechanics require one or both Healers to move way from the boss (HydEx Chackrams, for example), though that's a bit more rare (they tend to like stack markers, which often require at least 1 Tank in the stack and so they try to make melee range safe for that). P5S toxic pit circles (not during Devour, the other times he uses it) are the same way where there are two close in and two far out. But the point is, they'd have to change the safe spot design system to allow for potentially "5 melee range Jobs" for that to work.
But you don't need to be melee to have a combo system. MCH has a 1-2-3 and is entirely at range. SGE already has laser guns, so is half-way there.
I didn't comment on AST because I don't play it, have never cared for it, never liked it, and don't like it's aesthetic either. So there's nothing at all about the Job I like, hence I very very VERY rarely play it. I only leveled it to have an idea what co-healers who are AST might bring to the party for when I do roulettes and PF. I defer to AST players for what they want. As I don't play it and don't like anything about it, I accept the Job isn't for me, nor do I request that it be one made to my liking, nor is it one of the Jobs I would like "kept the same" for my benefit since I don't even like it as it is.
I've said before Dissipation is a bad ability, but people were swearing by it and insisting it's a gigabrain optimization thing that SCH is entirely dependent on to be a Job at this point. /shrug I agree it shouldn't dismiss Eos (goes against SCH's class lore) and should affect oGCD healing actions.
Agreed on SGE. I think Toxicon having more consistent generation/being damage neutral (which would actually increase the skill ceiling since it would encourage stocking them for burst windows vs the "normal" players who use them whenever they feel like it and don't take preemptive actions to stock more), Rhizo adding one as well (making it a healing and/or damage CD, but not depending on resources fighting each other, per se), Plegma being 25y range (just a QOL "makes sense" thing), and AOE Kardia CDs (to really drive that SGE is trying to heal by using its damage spells) would make the Job perfect.
Honestly, WHM should have never had Stone, Water, or Air, and arguably never really HAD Water (a CD ability that you couldn't use as part of your rotation because of the KB that eventually had the damage removed wasn't really a "water spell") in the first place. It's not a Druid, even if the lore in FFXIV specifically is funky on that. Final Fantasy WHMs in general are not and never have been Druids. We really need a Geomancer or Druid Job (Healer or DPSer or both) to fill in that aesthetic niche for people that want it, but WHM ain't it.
I think this is perspective, but at level, Barb absolutely hit like a truck. People even commented on it a lot at the time, and people in here were praising it for the much higher and more engaging (in their words) healing requirements. Ex5, not at all, but Ex4, definitely so.
Also, HydEx did a LOT of damage at level, so not sure what you mean there. ZodEx didn't if you had a good dorito.
That's my point, though (on the GCD heals); it can entirely be done this way without stressing "Little Timmy". They can fall back on GCD heals for the extra damage. High skilled players would try not to, but if the damage was consistent enough (a damage wave every 10 sec or so), it would force more GCD heal use in response since you don't have enough oGCDs to use that frequently and not run out at some point, which will necessitate GCD healing or VERY intelligent use of GCD hels. The point is, with consistent healing requirements (rather than massive spikes all at once then long downtime), healing GCD needs can be increased without stressing "Little Timmy" who would just solve the problem with "more Medica".
This, I think, is the answer.
I agree that Cleric is VERY unlikely to ever return.
I disagree that removal of oGCD or insta cast healing is a bridge that the Devs would be unwilling to cross. Indeed, I'd argue that's the crux of the healing game's problem right now. So no, not fair. I haven't seen anything from the Devs to indicate they would be unwilling to make such a rework. What they'd PROBABLY do (if they were to do it) would be design the Healing Jobs differently. For example, SGE has a high focus on oGCD heals right now while WHM is the most GCD heal (via Afflatus) Healer in the game.
Though I honestly don't think there's a solution to the 4 man problem (if it's even a problem) with the current mindset of the community. They'd need to be something you don't have to grind (since people would avoid them if there are faster/more efficient tome grinds - just like the speedrunning conversation arguing people would do this over a savings of a mere 2 minutes). That's why Criterion failed, since people saw no reason to do it once they had the rewards since it's just a more inefficient way of getting what they want.
Agreed. The problem is, again, the community. If a Tank only goes for 1 pack at a time, then the DPS complain he isn't going fast enough while the Healer is OOM... "This is why we can't have nice things". In fact, that's why the Devs put in the walls in the first place, isn't it?
- SGE has a 40 sec GCD, a "first three are free" Toxicon use, and Pneuma every 2 mins that it can use. So its rotation is already distinct from the others. If Pneuma was on a 15 sec CD, that's essentially identical to what (many) people are asking for WHM to be. The idea of "the dps healer" has fallen totally flat and shouldn't be part of the argument. Not to mention SCH did it better anyway in SB/HW.
- Damage neutral Toxicon would increase the skill ceiling, not lower it. Low skill players would either not use it or blow it whenever, while high skilled players would know to stock 3 Adderstings (and ideally a Rhizomata) for burst windows to optimize damage. This would encourage being knowledgeable about their cds and tracking the party's burst windows, increasing the skill ceiling over what we have now. Remember: 4x Glare (Misery) or 3x Dosis (damage neutral Toxicon) in a Burst window is worth more than a single Glare/Dosis GCD in that spot during the burst window, meaning optimizing around that would actually increase the skill ceiling. Right now, using Toxicon in or out of the burst window does the same damage as using a Dosis instead, meaning the skill ceiling is lower with Toxicon being equal to Dosis. It wouldn't displace Dyskrasia based on what the falloff was tuned to. For example, if it did the 660 to the target but only 20% on other targets, this would make Dyskrasia the DPS gain on large packs of low health enemies. Likewise, if the Tank wasn't taking damage fast enough to generate Addersting quickly, you'd use Dyskrasia for the "filler" of the rotation, which would be no different than now.
- I don't think those "benefits" of Phlegma are sufficient. SGE players should know the range of their heals, they shouldn't need to be "coaxed" into range of using them. I've known since I picked up WHM in ARR I needed to mosey my happy lil' butt to the center-ish of the arena to use it if I wanted to hit most of the party. I didn't need a semi-melee range ability requiring that. I also can't say I've ever used Plegma as a range gauge/guide. Like...ever.
- I think the solution to the kit vs SCH is to change SCH. Between the two, it's extremely obvious (from all the surveys and various discussion threads) that people REALLY want SCH changed while people kind of want SGE to be more like it is now with minor changes around the periphery. The people have spoken, and they want SGE to be a damage juggling Job with oGCD healing that it weaves within its attacks to cover the party's needs. SCH already works differently by having its main healing resource be weighted against doing damage via ED. The best way to differentiate them would be to change SCH at this point.
The Job itself is fine as it is now, and has a lot of soul and heart. It just needs a few tweaks to get it to perfection.
(Wow, me defending the most damage focused of the Healing Jobs...we do live in interesting times.)
I do like your Soteria idea, though. That's more or less kind of what I've been thinking would be neat. Like Plenary Indulgence, just triggered by attacking instead of healing giving SGE a good dichotomy/foil against WHM. (Not sure about THE REST of what you proposed, but that part I like. Oh, and Eukrasia Dyskrasia - while the name makes me giggle, I've proposed the same thing.)