
Originally Posted by
Renathras
...in other words, stuff like Zoe and Pepsis would still be oGCDs considering they're modifiers, not direct heals themselves.
This.
It's why the "real healers" thing comes up so often, because people who insist they want to heal are actively hostile to the idea of...healing instead of doing more damage.
I've done comparative analysis before and, depending on which patch and how you're counting, WHM in EW has as many or, at most, one less, damage action than they did in ARR. Their oGCDs (other than Benediction) were also modifier abilities (Divine Seal, Presence of Mind - at the time used almost exclusively on heals) or utility abilities (Shroud of Saints, Swiftcast - then used almost exclusively on Raise). Their damage actions realistically consisted of Stone 2 (even then Stone 1 was not beneficial to use unless you liked the animation better and didn't mind doing less damage; for the record, I like the Stone 1 animation better, but we have to be honest), Aero 1 (Dia), Aero 2 (cast + DoT like Miasma), Holy for AOE (Blizzard 2 was lower damage, I think?), Thunder for another DoT, but ONLY in patch 2.0 itself (this was removed in either 2.1 or 2.2 and traded for Blizzard 2, I think), and that's pretty much it. Oh, and Aqua Veil when it did damage. EW WHM has Glare (Stone), Dia (Aero 1, though pressed less often), Misery (less often than Aero 2, but we're just talking number of abilities), Holy is still Holy, and Assize in place of Aqua Veil. As Thunder was removed in 2.1 and Blizzard 2 wasn't ever used in most any combat applications (since Holy didn't require a target, it didn't even have a niche use for targetless damage), the number of damage abilities of WHM now is comparable to most of ARR.
1: Excluding 'modifiers' reduces the number of non-damage skills that are being considered as 'GCDs' in my maths, essentially increasing the percentage of the total that the 'damage skills' constitute. I purposely included those modifiers (despite saying I wouldn't if I was doing the design) to show the absolute 'best case' of how low we can push the 'damage skills as a percentage of total GCDs used' value.

Originally Posted by
ForsakenRoe
So, let's be generous and say that EVERYthing is GCDs now, because the objective is to mix up how often we press our filler spell (Dosis). Personally, I'd keep stuff like Soteria, Krasis, Zoe as OGCD but we're taking it to the extreme for the example. We can see that, aside from me being kinda trash (one Soteria in an 8min fight, what are you playing at), around 60% of my skills used were just Dosis. Removing all of my damage GCDs (Dosis, E.Dosis, the Eurkasias for those E.Dosis, Toxicon, and Phlegma) leaves a total casts of 48. 48 x 2.50 (GCD) is 120 seconds worth of GCDs that would be spent on these healing tools. Exactly two minutes of extra encounter duration would be needed to fit it all in. So lets fit it in, by pruning the worst skills from our damage (that'd be the filler, Dosis). We take 48 casts of Dosis out to sub in these healing skills that we needed, leaving 83 Dosis. We then use an online calculator to find out what percentage of the total 213 casts that 83 is (because I'm lazy) and get:

Originally Posted by
Renathras
/sigh
Did you even read my post?
2: 'Real healers' have no issue with doing healing. We throw out Medica 2 for Aionagonia, and safety shields on every raidwide during prog. Our issue is that as we get more gear, we don't need to do that anymore, and we replace it with one of our many OGCD tools, which feels cool. Reducing 'useless healing' and getting that overheal % as close to 0 as we can feels fun. The problem is that the reward is 'press this level 1 skill more times'. If you want a WOW example, imagine your reward for practicing as Priest so much that you get time to fit 30 GCDs into the fight that you otherwise wouldn't have, and you're told 'you can cast Smite 30 more times'. Not Mind Blast, not SW:P, not Penance. Just Smite, and it's absolutely terrible animation god I hate it it looks so weak. Back to FFXIV, I have no issue with 'healing'. You can look at my logs, I won't care. I have some good ones, sure, but you can see that I also have a fairly 'meh' median on later fights. You know why? It's not because I'm not skilled, the fact I have some purples shows I'm at least 'sort of competent'. No, the reason I have those medians is because in a lot of runs (I PF) I make the active decision:
'Sod this fight, and sod wiping to stupid mistakes, I am going to purposely overheal, play safe, do whatever is necessary to get the clear so I can get out of this hell.'
And if we clear anyway, me doing 10 less Dosis casts (replaced with E.Prognosis or something) is worth it to make sure we absolutely definitely have enough mitigation for the raidwide. IDK who you're aiming this 'no true scotsman' bullshit at when you say 'real healer' but it sure as hell shouldn't be me at least
3: Nice comparison. But let's look a little deeper at some of the details:
I guess if you want to get really REALLY picky you could argue that Misery should be 'average of 15s because of the Lily Spenders you have to use too!'. Even if we remove Blizzard 2 (cos it sucked) and Thunder (cos SE removed it), we can see that the 'interval between presses' for any skill that is not the spam skill, has been VASTLY increased since ARR. What does this lead to? Less GCDs used on the non-spam skill. What do we fill those now-empty GCDs with? Spam skill. It's part of the reason why I suggested dragging Dia back down to a 12 second duration, and having the new Banish skill as a 15s GCD. To try and mirror the old Aero 1/2 timers a bit.