Preach. 100% agreed.
I think it's because damage rotations are fun to you, so you don't realize how NOT fun they are to others. WHM being given RDM's damage rotation wouldn't be fun for everyone, it would be boring (or worse, tedious) to others. This isn't a "real healers" argument, btw. You can be a Healer and like damage rotations and you can be a Healer and not like damage rotations, same thing for Tanks. You think Healer rotations are "boring" and if they had more buttons and interactions, then everyone would like them, but what you aren't understanding is a lot of people don't find dealing DPS ever NOT boring, no matter what Job they're on. They play non-DPS Jobs because they just don't find that gameplay compelling or interesting.
The only Job in this game I actually find the DPS rotation not boring or tedious is GNB. No idea why, it's just my personal feeling. All other Jobs I find the DPS rotations either boring or tedious. People just like different things, and a lot of people don't find 1111 boring (or no less boring than 12048774291)
Agreed.
Mhm. Agreed.
Very much agreed.
I feel for some Jobs, like SCH, which used to have more and had some of it taken away from them, but other Jobs haven't changed much, and are arguably better. WHM is roughly comparable when you dig into it to ARR and even SB versions of it (traded an AOE DoT for an AOE nuke with an effective 1 min CD, and a DoT every 18 sec for a GCD instant cast heal every 20 that leads to said AOE nuke). We also already have enough buttons. Heck, WHM could have Assize made into a DPS button and you have your 3 DPS buttons that can interact. Dia ticks have a chance to proc an Assize or something and it's a GCD. I dunno, don't need more dps buttons and I'd much rather see the focus be on healing.
If I wanted a DPS rotation, I'd play a DPS Job.
Now, there can be some wiggle room with different Jobs - much as I like current SCH, it DID lose a lot of abilities going from HW to SB and then SB to ShB, so having some of those would make it more what it was. But that's not true of WHM or AST - particularly AST which didn't lose damage buttons so much as lost...well, healing and buffing buttons.
SCH. SCH had more damage options.
As far as I can tell looking at old data, AST has always had the barebones DPS kit of the bunch as it does now (nuke, DoT, AOE), and WHM traded a DoT for Afflatus, which is a superior system anyway. Seriously "another DoT you have to use exactly every 15 sec" is in no world better than "a movement and MP management heal with choice of single target or AOE every 20 seconds that also awards a damage neutral damage return attack that can be used in buff windows for a damage gain".
There are also plenty of ways to make the buttons interact more and be fine. I've proposed them several times in the Healer forum. Whether you would call it "engaging" or not is the issue, but that comes down to personal taste. Though I have long supported SCH getting its SB kit back, so... /shrug
I...disagree. The problem with this is that it leads to the "1 button (actually 3-5, depending on which Healer Job) damage rotation" that high end players get annoyed with. If the oGCDs were less powerful requiring GCDs to be used, it would shift that somewhat. If there were no oGCDs at all, it would shift that entirely. Take ARR WHM. It had one oGCD heal, Benediction, on a long CD. That was it. The other oGCDs were Presence of Mind, Divine Seal (basically Temperance without the mitigation), Shroud of Saints (Lucid that also reduced agro when...that mattered), and Fluid Aura (which wasn't a heal at all). The end result was casting GCD heals and GCD mitigation (Stoneskin; remember when WHM had a castable BARRIER spell?), which was more fun for people in general and how WHM was mostly played by the playerbase.
Yes. So much yes.
It does seem odd how many people don't understand this.
Yeah, but you have to remember that people playing Healers that want to DPS liked SB because they did DPS and had more DPS buttons. They don't want to play the iky red icon Jobs, but they...well, I'll say no more. The point is, they didn't complain about "all Tank (0 Healer) Ultimate clears" back then (even though there was one somewhere in there) or Savage clears because they weren't on a crusade to change Healers at the time because they got to do their DPS while playing the green icon Jobs.
Agreed, on both counts.
The irony to me is how many people hated and complained about it at the time now insisting it was the height of gameplay. It's a case of "the grass is always greener on the other side". WoW has the same issue. Cataclysm expansion hit and people pretty much all hated it at the time. Years later, people talk about it like it was good. I think the only old expansion that they didn't later say was somehow good now (so far) was Warlords of Draenor. So...I guess that one was REALLY bad, lol
I think the main problem with that is that much of the self-sustain is either automatic (all four Tanks have a self-heal as part of their core 1-2-3+ rotation; WAR and DRK it's the third hit of their combo, GNB it's the second hit which also makes a little shield, and PLD it's the Holy Spirit/Circle they get as the stinger -4 of their 1-2-3 combo) or a costless (or essentially free) oGCD which is also a short duration oGCD. GNB Heart of Corundum is a 25 second CD. Note their 90 sec CD Camouflage that is their "bigger CD" doesn't heal them, it only mitigates. As does the standard 60 second Rampart. Same with their 120 sec "biggest (non invuln)" CD of Nebula. Isn't it weird how their WEAKEST CD is also the one that can fill up a good chunk of their health bar and be used again 18 seconds later?
Holy Shelltron (can be used twice with full Oath Guge), Bloodwhetting/Nascent (30 sec?) also have a personal heal. This would be like asking Tanks to NOT use their most available, shortest CD defensive ability.
They should probably flip the script and make their long CD mitigations the ones that heal, which would reward strategic use more. The short CD ones should be more for "active mitigation"/responding to attacks (which they are with the boosted mitigation for the first 4 seconds rewarding good timing of the abilities as if the player is raising their shield to block an attack); it's just those are ALSO the abilities that give them big healing for...god only knows what reason.
That, too, but part of that is nerfing Tanks since their mitigation and self-healing is so high right now, it would negate a lot of that.



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