
Originally Posted by
Renathras
Alright, so I need to get around to answering all this:
1: It works for tanks, it works for DPS. Somehow it cannot work for healers. If a DRG can have things like 'delay Life to line up with buffs', or RPR and Double Communio, or MNK and whatever cursed tech they've discovered for that job this week, even in dungeons, something that is 100% not required in order to clear the dungeon, I don't see why healer cannot have at least 'something' more than they have. As I said before, tanks get to do their whole Confiteor/Primal Rend/Shadowbringer+Flood spam thing if they want, and if they don't want, they can hold aggro just fine by using their 1-2 AOE combo. Or just the 1 if they so choose, tankstance takes care of the rest
2: Not all content is for everyone, in terms of upwards movement on the 'skill required scale', as people hit their natural limits and don't have the skill/time commitment to advance further, that is how things are, yes. But the idea that 'some content that is lower level shouldn't be fun for the people more competent at the game, cos it's designed for the less skilled players' is strange. Like, am I banned from doing map runs with my FC cos I find the fights too simple? It's a good moneymaker, am I just not allowed to partake in that money because of my skill level, am I banned from trying to get the mounts and fashion accessories that drop there? Also, it would benefit me and people like me if each Savage raid gave, say, 100 tomes on reclear instead of the current 30, as we'd be 50 from cap with that. But then you have a new problem: all those raiders no longer need to do EX roulette to cap, and so the queue has less players in it
3: So now, rather than being 'more complex than SMN', my request for a 12s Dia has become 'braindead'. Additionally, 12s would make it every 5th GCD, not 4. Additionally additionally, as I linked in the 'receipts', I've said several times that I'd try your proposed rotation, but I have doubts on how long it'd stay 'fresh'
4: Yes, after using the big heal tool for 50 gauge, Dia becomes 'Dia with AOE falloff, and 110 more potency over it's full duration'. Pinnacle of complexity right there
character limit again, very annoying
5: As much as some of us find them a slog, dungeons are also content in this game, so AOE potential is an aspect of design to consider.
6: My suggestion was 12s Dia, 15s Banish, having your GCDs build gauge, using gauge on a cool feeling heal skill, having said skill be damage neutral via bringing back the elementalist aesthetic and it being a good way to implement the 'capstone' spells of the other elements, since BLM has Flare and Freeze, giving WHM it's respective 3 makes some degree of sense to me. Adding lower level versions of things like Divine Seal > Temperance, adding a Shield Lily spender so that we don't have to overheal to prep Misery (we can place a shield instead that might still get some use in the next 30s). However, most of that is 'additional changes'. The main thing, the change that is 'required to make the idea work' is Dia and Banish. If we got just those two changes, it'd help a bit with the current problem we face. Not as much, but a bit. Without them, the gauge idea doesn't make sense. Without the gauge, the heal spell gets consigned to a flat CD, or not implemented at all. Without the heal spell, there's no reason for Quake/Tornado/Flood to exist. Butterfly effect. It sounds like a lot all at once, but that is not because 'its a lot' so much as 'we have comparatively very little'. If I were to pitch 'you can spend your lilies on ST/AOE Stoneskin, there's a new 60s heal tool, Divine Seal is back as a lower version of Temperance and Protect is a 60s mit that upgrades to Plenary', that'd be fine and not confuse new players. Even though it's actually three new buttons. It's as soon as the damage buttons get messed with, that's when the debate starts
Also, NIN always had a job gauge. It's called Huton. It was just represented differently visually in ARR and HW because gauges had yet to exist as a UI element
7: I'd say that it's major changes that are how we got here. Look at AST, overnight it went from it's SB incarnation to it's SHB form. And when major changes occur, the devs say 'sorry, we can't do much to fix it because largescale changes like that can only be done at expansion times, wait 2 years teehee'. So, if we were to have minor changes (say, adding a skill to WHM and reducing it's DOT duration) in the expansion launch for people to get used to, then rather than waiting for 8.0 to revert the change if it's a complete mess and everyone hates it, it's not as daunting a task for the devs to just... change Dia back to 30s, remove Banish from the kit, and bump Glare by 5 potency to compensate. Smaller effort, at least, than going through and reverting all the healing potencies, cooldowns, the damage output of the enemies in content etc. They brought Bulwark back in a patch, and swapped the effect of Holy Sheltron from 'guaranteed block' to 'mitigate for X %'. They can work out how to remove a GCD from the kit if it turns out to be a design fail. But then again, I'd expect that, despite how much you insist, it would not actually be a fail, look how excited people got about Purgation in the 6.1 trailer, or Misery in the SHB JobAction trailer. Or Pneuma, or Macrocosmos, or Toxikon. Seems to me, people love the idea of damage buttons on healers, they just have to look suitably cool and/or pretty