
Originally Posted by
Renathras
When people signed up for Healer - instead of the neighboring role of "damage dealer" - it stands to reason they didn't sign up to "do the job" of performing a damage dealing rotation.
And yet, despite this, SB and earlier had a damage rotation on par with what I and others would prefer to have. Pretty much every other game with a healer/support/'guy who helps keep team alive' role has more damage complexity than this one. The tale of 'healers should only heal' is as old as time and will likely continue to be an argument long after we stop playing. Healing is finite. You cannot restore health when someone is full health. There is a hard limit on how much 'more complexity' can be added to the job without doing it via adding to the damage side of the kit because of not only this simple fact, but also because of how much bigger an impact the change would have on less skilled players. Nobody wants to be the guy who couldn't keep up against the constant pulsing raidwides because 'oops I mismanaged my CDs earlier in the fight'.
In my 10S reclear this week I used Temperance early, so it was not up for Harrowing Hell. We had GNB and DRK (PF) so no mit from either tank beyond Reprisal. My mistake there, in week 1 gear, would have killed us. That one single misclick. Compared to that, 'oops I forgot to use my Miasma DOT for a total of 33 seconds over the course of this 10 minute fight' is absolutely not going to be the issue. Your insistence on keeping one healer exactly as it is for... whatever personal attachment you have to this exact format for healers, is blinding you

Originally Posted by
Renathras
I'm a BIT confused. Do you not know the difference between GCD heals and "damage buttons"?
Yes, I know the difference. Bit patronizing to ask such a thing, no? Especially when you're fully aware of what content each of us regularly partakes in

Originally Posted by
Renathras
If you don't understand the difference between someone asking for more GCD healing and someone asking for more DPS GCD buttons, I'm not sure you can stand in this conversation.
Yes, I understand the difference. The issue is that one of these two is going to cause a lot more issues at the low-end of the skill bellcurve than the other, by a significant amount. The only way to prevent 'more HPS needed' from screwing casual players is to have that change scale in 'magnitude of change' based on the content. And if the 'solution' only affects higher-end content, then it's not a solution. The issue of 'veteran healers find EX roulette kinda drab' is not solved if EX roulette is purposely exempted from the changes, so as to prevent the casual players from getting suddenly filtered by content they previously were able to clear.
By contrast, if said casual player completely ignores their 2 extra DOTs added to SCH, they do not suddenly cause wipes in Aetherfont, because the 'DPS checks' in EX roulettes (eg Cagnazzo charging his tidal wave) are so lax you could get a drink from the fridge, come back, and still beat the check with plenty of time to spare. Thus, with tuning to make sure that the potency gain of 'doing the optimal rotation' is not as high, to keep the
output of the skill floor and ceiling close, such a change would 'cause enrages' only in super-high end content like Week 1 Savage and Ultimate. And that's a maybe, depending on fight tuning. This tier's enrage tuning was low enough that you could get away with quite a few things you normally shouldn't.
If you don't understand the simple facts of encounter/fight design, or just game design in general, I'm not sure you can stand in this conversation either. Feel free to continue suggesting 'fixes' that create more problems than they solve though. It gives me something to weave between my Glare casts

Originally Posted by
Renathras
No my dear. You are. I've already shown you a great solution, but it's not good enough.
Which solution? The '4 healers' thing where one healer has to be left exactly as it is for 'the people who like the current gameplay' (despite said logic not being a factor in the decision to bring this gameplay on the healers going into SHB)? Or the WHM idea specifically, which I have said I would be okay with? I have doubts about how long it'd stay 'satisfying' given how 'static' the rotation would be, but I've said I'd at least try it. More than can be said for you with like, any proposed change to WHM's damage rotation. Think about it. If the line 'think about the people who enjoy the current gameplay' held water, SE would have used it as reasoning to leave the SB healers in their slightly more complex forms, and add a new healer that had this EW gameplay. Then everyone would have likely trash talked the 'new design' for being so dead-on-arrival stale.
You want one healer to remain as is, for the people 'who like the current gameplay'. So, in terms of damage GCDs, what if we have AST stay as it currently is, and change the other three? WHM SCH SGE all get more damage buttons, AST gets it's rework to make it less clunky to play (presumably card changes again), but keeps it's current GCD gameplay of Malefic and 2 Combusts a minute. This fulfills the '4 healers' thing you keep asking for, doesn't it? If AST got it's APM distribution reorganized to be more 'consistent' instead of being a doubleweave nightmare in 2min windows, and more focus on buffing for it's RDPS contribution instead of Malefics, wouldn't that make AST's design more suited for someone who doesn't want to have a complex damage rotation? Maybe that's an option worth looking into, though of course, some (sorry Skel) would not be a fan of AST being the 'left behind' one, but that's true regardless of which one gets left behind, hence the solution should be 'don't leave any behind, just have the 'extra optimiziation stuff' be optional'. Consider these extra suggested buttons as a speedrunning technique like BLJs. You don't have to BLJ to get up the staircase.
Even better, since you're so insistent on trying to find ways to keep from adding new buttons, my desired rework for AST's cards would not only keep the button count from increasing, it'd actually go down by one. If Minor and Major Arcana both auto-draw when the CD is up, then we'd only need the play button. Minor already turns into it's Play equivalent, so we'd be able to prune 'Draw' and save a button that AST can then use on something else. Maybe another AOE healing OGCD with a 60s CD, I don't think it's got enough of those yet right /s
Also, using 'no u' in 2023 is an interesting move. What 'windmill' am I tilting at?

Originally Posted by
Renathras
The buttons are there, it's more an argument of adjusting how frequently they're used.
And yet, one of your biggest gripes with what I've suggested for WHM is that 'player would have to use Dia 5 times a minute instead of 2'.