This is the part that is important to me. We know that there are players who like healers as they are now. But what we don't know is how many of those players would change their opinion on healers, if they made changes like those I and others have written up. How many would quit AST for example, if my card changes ramble were implemented? We cannot say for sure until the change is live in the game. People can say 'I want this/I don't want this' to a theorycraft, but when it gets into the hands of the user and they can play it, their opinion can completely flip. Many thought Expedient would be a meme. It had to be nerfed, one of the very few times in FFXIV history where a skill was flat nerfed, instead of just 'the potency was redistributed' or 'the other jobs in the same role were brought up'.
Classic WOW was born of 'you think you want it but you don't', a line that has been memed to death now. But the guy was kinda right, the players thought they wanted to stand in Stormwind for an hour looking for a group, and all these romanticized memories of how they played back in the day. But when actual Classic released, we got MageBoost runs for dungeons, Zybez/RestedXP guides for 'most efficient levelling', etc. The 'wonder and exploration' they wanted back was never going to come back because the playerbase has gotten older, and now they prioritize getting things done with their limited time, not standing in Stormwind for an hour looking for a UBRS group.
Point is, when I ask for 'hey could we have some small damage changes for WHM' (like Dia being shorter, and a 15s CD GCD) and someone is like
no this will kill healer as a role, I do wonder: out of those people who like healer right now, how many would
actually dislike it, to the point where they quit the game or change role? Because I believe that the majority of players in this game are actually of the opinion of... hard to word what I'm thinking, but basically like, if SE removed the DOT from healers next expansion, they'd be like 'oh ok, anyway' and carry on playing healer. So by that logic, adding a new button to do damage with, I assume they'd be like 'oh ok, anyway' and carry on. They'd use it if it's safe to, and not use if if it's too stressful. And that's fine.
There has to be a line in the sand somewhere for each player, mentally, of 'this is too much complexity in the damage side of the healer kit'. For example, some people cannot jump from WHM to AST because the cards add too much complexity. The delayed heals of Star are too much to work around, etc. So my question would be, where is the line for each player, and how do we make the biggest impact on the gameplay without crossing that line? What causes the line to be crossed, is it 'number of additional buttons', 'number of times new button is used per min', something else? If we added, say, Banish as a 15s CD GCD as I've suggested, that adds complexity. If we added Purgation as a skill that Holy turns into after 3 casts of Assize, that adds complexity. But which of the two adds
more complexity? Stuff like that, I think about a lot when I write my rambling crap about making healers more fun, but at the end of the day, I do try to keep from going over too many people's lines. I want to keep the designs as accessible to new players as possible, while opening up potential 'optimization' at the higher end. And I think that'd be the most 'agreeable' rework for SE: Accessible and powerful-feeling to lowend players, room to master for highend players. They don't want to scare away the less hardcore players, I get that, that's why I make sure to add stuff like making Cure3 feel more useful
The issue I (and the devs) face is simple: Some people are already standing ON their mental lines of what is acceptable, and are maybe a little blinkered in what they'd be willing to accept. They're so insistent that any change at all will ruin the role, they aren't willing to give any changes a chance. I try to keep openminded to alternative solutions for the issue. I'd be willing to try 'the healing required has been increased across all content', I don't think it'd go down well but if SE wants to try it I'll try it. I just push for 'make damage rotation more interesting' because it has a key aspect that the alternative doesn't have:
it's entirely ignoreable for most players. Like, the Minor Arcana rubbish I posted recently. over the course of one minute, using just Malefics in place of those cards would lose you between 60 and 100 potency per card, or 240-400 per minute. of that, 200 is within the player's control directly, as it's the 50p difference between the base effect of the card, and the Malefic. The other potency is because of the RNG of the 'face value' thing, which can be mitigated with Sleeve Draw. Even then, across a 10 minute fight, 4000 potency is... in my gear, 160k damage (Malefic 250p, hits for 10kish)? I've seen Hyosho's hit for more than that. Even then, this difference is not enough to be an issue in anything except like, week 1 Savage, and Ultimate. Even in the earlier fights of Savage, we're outgearing it because of Crafted being 10 ILVL higher than the recommendation, so really, it's just '3rd/4th fight Savage, week 1'
But yeh, it's like
this meme to me. How many players would say 'I don't want this, this sounds bad and will kill healers' if my WHM changes were to get in, only to have the bird's moment of enlightenment when they throw that first Quake/Tornado/Flood triple play, and it feels good because it hits hard and looks cool? Same logic that leads to why people like Misery, because it looks cool, and it hits like a truck!