This is less an argument for having more damage buttons and more an argument for making damage buttons instant cast.
My Job is WHM and you want it to be more complex. So yes, it is true.
Again, in a compromise, everyone has to give up something. Otherwise it isn't a compromise. The solutions you propose tend to be ones that get you what you want, or at least much of what you want, and don't give anything to those who want the Jobs to remain as they are now. "less change" is not giving them anything they want when what they want is "no change". Giving them "no change" for one single Job is also not giving them everything they want, as everything they want would be no change on any of the Jobs. So giving them one Job is the compromise position (actually, giving them 2 Jobs would be, but just 1 is still on the spectrum of compromise.)
This.
This this this this THIS.
I've been saying this in the Healer forum for over a year now. I cannot fathom how some people still reject it, but it's the most simplistic and easy to understand thing possible.
Thank you for stating it so succinctly (something I admittedly am not gifted at.)
Absolutely agree.
Again, "4 Healers Model" is this very idea.
That's the thing, that's what we're asking for.
Healers to have a spread like Tanks do. That would INCLUDE a "2 DPS button" version as an option. Heck, SMN is accused of being a 2 button rotation, and it's a DPS. Condensing the 1-2-3 into one button, WAR's rotation would be a 5 button one, which is roughly where healers are now. 4 GCDs and 2 oGCDs, effectively.
1. You and I have seen VERY different proposals, then. And yes, it is how they exist currently which is why even my own proposal suggests...changing that.
2. Again, you and I have seen VERY different proposals, then. Most have annoying and tedious DPS rotations. At least all the ones in the Healer forum that weren't my own proposals (and one of them kind of was, too)
3. I've also proposed the 4 Healers Model.
As to the last: I really like some of the Jobs right now, and some feel like they're missing something and need something.
WHM feels extremely good right now, for example, other than it needs a 60 sec party mitigation button (dare we say "Pro-shell/Wall"?) Otherwise, its healing and damage dealing and even its 2 min "DPS[?]" CD of Presence of Mind all slot into the current game design space extremely well, its kit is consistent within itself, and even (most) detractors tend to say that it does achieve the goal of being straightforward and nothing about the kit is conflicting with itself or unintuitive (many say it's boring, but the kit itself tends to receive near-universal recognition as doing what it needs to do on a basic level).
On the other hand, SCH is powerful but clunky and feels like it has some weird holes in the kit and some things that feel like they were designed for a different time and setup, like Ruin 2 not having as much of a place now that Broil allows weaving and more movement, something Ruin 2 used to be the tool for. Aetherpact was an answer to the removal of macro-able Embrace. Faerie Gauge was designed for that and Fey Blessing...then Fey Blessing was removed from the gauge. I could go on and on (and have many times before).
AST likewise feels like a mashup due to the removal of Nocturnal stance, shoving parts of that into the pseudo-Diurnal stance of EW AST, and the cards feel borderline vestigial at this point - Seals and Minor Arcana were added to the Job to fix problems that no longer even exist, with Astrodyne struggling to keep them relevant, and Undraw.......somehow still exists, despite being LONG passed the point it actually WAS useful to the Job's design.
SGE is the only one other than WHM that largely feels like it does what it's supposed to, though its kit is more complicated to grasp, but easier and more consistent in design than SCH's once adapted to to most players. The bigger issue is that it appears designed around more use of Kardia that was somehow removed. For example, abilities that reference Kardia say things like "increasing the cure potency of Kardion effects granted by you by 70%". This could just be awkward language to indicate "not by other SGE's", but it seems like the Job was built around the idea of having more Kardia to spread around (imagine if Physis was an AOE Kardia for 10 sec instead of just a oGCD HoT), which would also lend more freely to it focusing on a DPS rotation and just moving Kardia around the party to provide healing, or use the AOE "Pankardia" for party healing. It seems like it's mostly there, but not quote there as far as the kit feeling completely put together.
WHM is, interestingly, the only one that seems like it's actually what it's supposed to be.
I would also note that we already do have those things for the Job aesthetics and identities. The bigger problem is making those things actually relevant to healing. For example, WHM has extremely strong, spamable heals...in an encounter design that never actually uses strong, spamable heals and is focused almost entirely on party members completely avoiding damage and on mitigating damage that is unavoidable. The former of those completely removes the value of strong heals and the latter largely does while also being one thing that WHM's kit is lacking and needs, that 60 sec party mit I mentioned earlier.
Your snark and sarcasm are noted.
This was in answer to the argument of healers being unable to heal the content. Clearly people were able to do it. Hell, I was!
You...are unique, than. I feel like most people would consider 2 DPS buttons simple.
...notwithstanding all Healer Jobs have at least 5:
WHM: Glare, Dia, Holy, Misery, Assize, Presence of Mind (arguably Solace/Rapture since they feed into Misery)
SCH: Broil, Bio, Art of War, Ruin 2, Energy Drain
AST: Malific, Combust, Gravity, Macrocosmos, Earthly Star
SGE: Dosis, EuDosis, Dyskrasia, Plegma, Toxicon, Pneuma
SMN is an example of a simple DPS Job rotation. It's also generally accused of being a 2 button rotation (another hyperbolized argument, but if it's good for the goose, it's good for the gander). Gemshine and Astral Flow are your main buttons. Honestly, I'm not sure why Gemshine/Ruin are even separate buttons (same for Precious Brilliance and Tri-Disaster) considering Bahamut/Phoenix use those instead. Outside of that, you have two GCDs you use once per minute (Enkindle and Energy Drain/Siphon), one you use once every 2 minutes (Searing Light, like PoM OR Chain Stratagem OR Divination), and the optimization is trying to get Fester/Painflare (x4) into the 2 minute windows (which is similar to what SCH does with its Energy Drain), and then Ruin 4 floating around out there...for reasons.
WAR's actual damage rotation, if you remove the 1-2 (since, as everyone says, 1-2-3 isn't complex and doesn't bring anything to the table), is roughly equivalent. Path, Eye, Rend, Cleave, Upheaval. Most of your time is spent on the Storm's Path (Glarespam) combo, with Storm's Eye used roughly every 30 sec (I was told Dia stacking doesn't add any complexity, so that means Surging Tempest sometimes being optimal to use 2 in a row doesn't count, either), Upheaval used on CD (like Assize), Inner Release on CD (like PoM), Primal Rend after that (like Misery), then Fell Cleave spam (a different kind of Glare spam). Only other thing is it has Infuriate floating around because of how it doesn't stick to a rigid CD.
That is to say, CURRENT Healer rotations are already on a vaguely similar level to the simple Jobs in other roles. So leaving one as it is would not be some terrible crime.
Then fortunate are we that no Job in the game has a 2 button rotation!
		
		

			
			
			
			
			
			
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