Quote Originally Posted by Renathras View Post
How?
Because none of your stances are actually compromising the concern in question. They're all about anchoring at least one job to remain unchanged for the rest of eternity, never allowed to change because you like it the way it is. You aren't actually budging on your stance, and you act as though it is by your mercy that we are allowed to want to rework the other jobs as long as we pinky promise we won't want to change White Mage too, or whatever job you're offering as the sacrificial lamb that particular day.

The stance of "This system does not work, and it should change to anything that isn't this" has infinite possibilities that I am 100% open to discuss. That's the opposite of Inflexible. As I said several times now, I liked your suggestion of having White Mage's offensive gameplay inspired by Paladin--a suggestion that you seem to continue to ignore for some reason. Is it because I agree with you about that? "Oh shit, he actually likes that idea. Time to backpedal!" If I didn't agree with you, would you have listed that as another example of your gracious compromises as well? Why are you pretending like that wasn't a conversation? Do you just want to disagree for the sake of disagreeing?

It's like with the support role teeth-pulling session where you shut down and completely ignore anything referencing it because you didn't like the answers I gave you about my opinion over and over, which is even weirder quite frankly. My answer wasn't a "gotcha!" moment for you so you've abandoned ship? I don't understand your modus operandi.

Quote Originally Posted by Renathras View Post
Appeal to authority fallacy?
I'd rather not post my job location on a public forum, so fair enough it's not fair for me to pull that card. I shouldn't do that, but I'm just annoyed because I know what I'm talking about. I've literally done it and I just don't think you understand that there's no functional difference between classes or jobs. And no I really don't care if it's called a class or a job, I'm just saying you can repurpose the asset that's already in the game as a roundabout way of securing the baby's first MMORPG playstyle without condemning any singular job to that playstyle perpetually. I'll also tolerate adding in DPS actions to every healer, and then allowing the player to manually disable them, which inversely increases the potency of your filler spell by a small amount for each one you disable. You could even disable Dia if you wanted. You only require Glare, Holy, and Afflatus Misery. If that's the bargaining chip I need to see each healer fixed and not anchored down to a Little Tike's Tricycle, then I'm all for it. But none of that should be needed.

As has been said probably hundreds of times across multiple people at this point, ensuring each healer doesn't spam any one spell more than 30%-ish of their gameplay does not instantly make them all big brain Ninja rotation high APM expert jobs that shit on any new or casual healer. What has been suggested for White Mage by a number of people is still extremely beginner friendly.

The only thing that's lost and what seems to be the only thing you care about is the ability to parse purple or higher without any effort whatsoever. Apparently we're not allowed to have every healer be rewarding because then even when you clear content, you'll be upset because you because you'd have to work harder to be better than everyone else at that clear.