Quote Originally Posted by Deo14 View Post
I don't propose to keep WHM exactly the same, but simply not to alter it too much, so it won't alienate casuals, and then bring back AST and SCH to former glory. I fully understand that this is not ideal, however, it is realistic. How many times in this game's history did they make job harder and more complex, instead of easier and more brain dead? Which is why I think it's okay to have this sacrificial lamb, that people dissatisfied with the potential changes can turn to.
This is long been my argument. Even for a while with me holding the "keep 1 the same" argument, I usually make allowances such as "bring back Aero 3".

Quote Originally Posted by Deo14 View Post
As for implementation details, there's a lot of theory crafting, with making GCD heals be worth it, making healers actually heal and so on. You could make AST cards GCD, but next malefic will deal 2x damage,
I've also made both of these proposals. My one for AST if cards were made GCD is to make Draw or Play (or both, but probably just one or the other) a GCD with an additional effect to increase the next Malific's damage by 100%, and that this buff can stack up to three (to reflect when you fire off 3 cards to party members in buffs), which...would basically make it into the Misery system, but that system actually WORKS, so that's not a bad thing, and it would reduce the hyper-APM during burst that a lot of people have issues with on AST. (I always add the caveat that AST is the one healer Job I don't play, and I know some people LIKE the business, so I think it pays to ask them; but if I was going to make a change, it would probably be that). And I'm also the one posting about how we could make GCD heals worth it and proposed damage neutral states on WHM GCD heals or SGE's barrier GCDs (both of which were shot down as being too good for casuals/eliminating mistakes/etc)

Quote Originally Posted by Deo14 View Post
I think we discussed this enough in that SMN thread. It's complex set of issues, it's not just about damage, it's also about difficulty (both general and encounter-specific), utility and tax for it, mobility, community's perception and many more.
It is, though I still think that the issue is chiefly damage. People still brought BLM to raids in ShB even in the patches SMN did comparable damage. Both had a place, even though one had more utility. The issue comes when you're doing more work for even less reward. If you're getting the same reward with some added utility, people are often good with that trade. It's when you're actively harming your party vs the alternative that people balk.

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We only have so many posts in a day. Which means only so many replies. And when half a dozen people in a thread are all talking to (or at) you, it cuts down on replies. Though I will try to use more [hb] tags. I do that fairly often anyway.