
Originally Posted by
Deo14
I'm not gonna lie, I don't have much of an idea what's the general consensus on healers here, other than that people are bored from spamming same button. Even though I barely play healers nowadays, I used to love healing in every game, but well, FFXIV's healers don't meet my expectations when it comes to healing so I play mostly SAM/PLD, which is why I don't come in this part of forums very often.
I thought that idea to keep WHM same and make others interesting is somewhat popular, but that might be general consensus from somewhere else. I guess it makes sense in light of current SMN and RDM situation. People are probably worried that making WHM too easy relatively to other healers will make people choose WHM for the sake of accessibility, and that people playing harder jobs will not be rewarded accordingly for their higher efforts, which is completely fair, because that is happening right now with SMN and RDM.
But well, I don't really want to read 10s of pages of posts to find out whether mine and yours idea is popular or not. But I'll stand by it (unless someone gives me some insight why it's bad idea, of course), even though I understand the risk of it being implemented the same way SMN was. My reasoning is that WHM is simply most favorite job for casuals, so I think that if SE actually did some drastic changes to healers, WHM is last job they would drastically change, especially if it meant making it more difficult. I myself would love if all 4 healers were very distinct, had a lot of space for skill expressions, and had better gameplay than 12111111, but I really think that keeping one simple job for casuals is much more realistic scenario that SE might consider and even implement. They do not want to alienate casuals which are playing WHM because of it's simplicity, it's simple as that.
I guess my main issue with that approach is that it treats 'casual-friendliness' as this sort of wholesale, sacred, and impermeable thing that's impossible (or taboo) to analyze and reach a better equilibrium from, when the reality is more likely that you could simultaneously have a WHM that is more engaging to most of your common camps of healers AND actually improve upon most aspects contributing to 'casual-friendliness', to a greater net accessibility/responsiveness/enjoyability even to your most casual players, because that matter does break down into many finer aspects.
Would that take more work than just giving up on that job preemptively for some sort of misguided political bargaining chip for a nebulously defined group that can't or won't speak for itself? Of course. But that work is worthwhile and deserved.
Reserving a job's entire current state regardless of what its parts contribute to or how much is essentially to bar analysis of that kit and thereby bar even the prospect of improvement. Being cautious is good, but preemptively denying a job any changes whatsoever, no matter how vetted, is just wasteful and pointless.
No job should be stuck with that kind of treatment.
Examples of 'Casual-friendliness' being rather more complicated and piecemeal than most "Keep WHM the same" arguments would imply:
While difficulty isn't mutually exclusive on the whole, individual challenges' contribution to that 'difficulty' is largely zero-sum.
The more of your throughput is locked into CDs or HoTs/DoTs, for instance, the more those particular moments disproportionately matter, but the less each other moment of uptime does. A healer struggling with GCD-healing-minimization in itself, for instance, will actually be less skill-gapped in their rDPS when carrying a higher portion of DoT/CD-based damage (as opposed to having only or almost only their filler attack).
The more of your healing potential comes from "free" CD-based healing, not only the less potency-per-GCD can you put out in balance (since you're now assumed to have near to 100% damage-contributing uptime instead of the <75% of yesteryear), but also the more punished you are for tapping into less finite/discrete resources. Or, more simply put, leaving relative healing requirements at or below the level that can be covered wholly through "free" resources gaps further gaps casual play, since it increases the relative punishment of any conservative or less informed play (I don't know when next we'll get burst, so I'll hold onto some of this).
Now, that knowledge gap being widened by being tuned around healing only with oGCDs would be a 'good thing' to players who want more of their performance to come from having 'solved' the fight and then executing in that exact way ad nauseum thereafter, certainly. But it sure as hell isn't making the job more 'casual-friendly', despite its "low" relative healing requirements (how much rDPS is put at risk from damage intake) and starves rewards for those who'd like to have room to min-max the healing itself, rather than just healing-minimization. (And that's even without accounting for the counter-intuitiveness of a kit increasingly making its foundational tools redundant or outright punishing.)
And yet somehow many (including even Misshapen Chair) insist on implying that low relative healing requirements (little visible rDPS cost from healing) are "casual-friendly", or that if using virtually any GCDs at all, rather than just... slightly more of them... weren't purely optional or weren't meant only to salvage past mistakes then matchmaking would go all to hell because of the casual players? (All while complaining that the most casual players can't remember to sequence their many excessive healing oGCDs in scripted order before --or, as to prevent-- touching any of their GCDs heals?) It's a mess.
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And yet, there are generally some things we can usually agree upon, per such ideals as "easy to learn, hard to master" or making that ideal true not just of the job as a whole, but it's actual interactions with content (so it's not just "hard af until you 'solve' the fight, then easy/boring af thereafter").
There are ways that we parse the optimizations available to a given job (what they can do for some degree of reward ultimately towards the uncapped throughput useful to the encounter) and look at which should be considered most core and therefore hold the largest portion of the pie, without so squishing all else that those other optimizations are hardly worth thinking about.
And we [S]should[/I], imo, expect a level of care in job design nearer to that.
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Who is even supposed to benefit from the "Keep WHM exactly the same" approach?
Who gains from being maximally punished for each excess non-"free" heal and being so highly rewarded for having quickly 'solved' the healing bottlenecks of the fight and then having worked backwards from there to establish their then-constant rhythm of healing CDs? ...Is that really the... "casual healer" that seems slated to gain the most?
Who gains from precluding any further infrequent non-healing actions that could reduce the relative ppgcd cost of GCD heals? Depending on implementation, yes, having nothing but Glare and 2 Dias per minute could help those who are especially bad at tracking CDs (in general or, somehow, only if they're damage-producing) and/or pre-planning GCD heals (if such were ever required) to retain room for hitting their offensive CDs/DoTs more or less on time.
But does that single aspect of difficulty produce more of a skillgap between the elite and average player than does the aspect affected (minimizing GCD healing)? What about when we decrease the chance of falling asleep at the wheel/on the book/cane/nouliths?