And yet WAR does indeed keep up, very well, with the damage that GNB does, in fact it also often beats DRK. It's almost like the number of buttons in the rotation plays little to zero impact on the balance of how much damage they do. Which means the number of buttons the healers have atm, should not be a factor in how much damage they do relative to tanks. Besides that though, the point is that some people are asking for healers to have more buttons, which by your logic of 'more button = more damage potential', would result in what Ty says, where healers and tanks, played optimally, would do roughly the same damage
It was funny seeing WHM outdps PLD in SHB though, just because of the whole 'it's a rdps gain for the PLD to use Req on Clemency, rather than forcing the WHM to drop a Glare for a Cure2', of course, this degenerative gameplay is an affront to the natural order of 'healers are sixth class citizens in the game' and had to be crushed immediately, can't have those WHMs getting a taste of fun/rewarding gameplay
I'd personally argue that the overhaul to cards going into 5.0 is equal in scale to Bowmage being reverted. I'd argue that removing an entire playstyle (noct sect) is equal in scale to Bowmage being reverted. Both of these happened to the same class, Healers have definitely seen Bowmage level changes. We just find the direction of the changes we got to be akin to the implementation of Bowmage, not the reversion
Which is why I, and hopefully others if I've managed to convince anyone with my rambling, think that, since we the disgruntled healer mains hate 5.0 onwards, SE hates the idea of 3.0 or earlier, that 4.0 is the ideal middleground. No Cleric Stance dance rubbish, no Astrodyne/blandcards, SCH has several DOTs, AST has 'interesting cards' but no Royal Road (keeping Div as the 'predictable, 2min raidbuff' = easier to balance it's RDPS contribution), WHM keeps it's remade Lily/Misery system (which also addresses it's MP management issues from earlier incarnations), etc.
There's only so many times a player can run through a EX roulette smashing Art of War and zero healing GCDs before they start to think 'hmm I wonder if it'd be more fun to do this on a DPS, even if that does mean a queue time to sit through'. Oddly, I don't recall many complaints that 'oh I can't keep up with all these DOTs on SCH'. In fact, I don't remember any at all. All I remember from those times was 'Why is WHM lily so bad' and 'Why is AST so damn good'. The solution to anyone with common sense is 'buff WHM to be as good as AST and SCH'. SE's 'solution' was to kneecap SCH and AST down to WHM, because WHM is the 'face of healing' and if that's bland as hell, everything needs to be bland as hell to match
I cannot speak for every WHM player, but I can assure you that if I need to Rapture during a burst window to keep everyone alive, I will absolutely Rapture during a burst window. It's not costing a Glare when I Rapture inside raidbuffs vs outside, it's costing me 'the damage boost that the raidbuffs apply to that Glare', I still get the Glare's damage back via Misery at a later point. In that regard, the damage cost is actually quite negligible, in the group I reclear with atm it would lose Brotherhood, Mug, Techstep and Searing Light/Embolden depending on what the caster is playing. By my maths, that combo of buffs (with embolden since it's bigger, for the sake of the example) puts Glare's effective potency at 376.8, meaning my 'lost damage' from 'Rapture at wrong time' is 67p. That is basically one tick of Dia. It's 2/3 of an Energy Drain. I'll happily pay 'one tick of Dia' worth of damage for the sake of safety
Besides that, there's plenty of examples where the boss does a set of mechanics that require healing, during the 2min window, and while other more competent healers than me might have ways to avoid having to heal until the buffs fall off, I'm of the mind that 'I don't care I just want this reclear out of the way, so I'll press Rapture it's not that big a deal'



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