But the issue is, all these 'small changes' that did not adversely affect the complexity of WHM like Overheal Weed, did actually affect it. Now, instead of a multi-hit raidwide like Styx, instead of requiring multiple GCD heal casts, can now be solved with just 'use the plant'. This removes the aspect, however small it previously was, of 'you might have MP issues later if you spam heals here'. I don't blame SE for making things damage neutral (and therefore positive in raidbuffs), because the playerbase of this game latches onto the stupidest things and parrots them as fact. Changing Misery from 900 to 1200 (instead of 1240) would have meant that using them willynilly and spending Misery without any thinking would be 40p loss, which is only a loss vs the Glares if A: you don't crit, B: you don't direct hit, C, there are zero raidbuffs up at the time, D: you don't gain a GCD by using a Lily heal while moving, E: you don't gain a GCD by using Misery for movement, F: you don't save a GCD of actually lossy healing (eg Medica2) by using a Lily in it's place. Lilies were not meant to be 'this is 100% damage neutral'. They were meant to be like Aetherflow. You took 1200 potential potency to prep and use the Misery, and got 900 back from it. Per Lily spent, that's 100p 'lost', the same as you 'lose' by using an Aetherflow heal instead of Energy Drain. It was even more lenient, because you could put this 'refund' into raidbuffs, to recoup even more damage, and potentially turn it into a DPS gain. But people didn't see that. Instead they saw nothing but damage loss, and rather than find a way to play around that loss, and find ways to minimize losses (as we do with SCH to get more EDs), they wanted the loss removed entirely. It's like when SCH had ED removed in 5.0, there was no worry about 'losing damage by Aetherflow healing', but the issue was, it felt like shit to have resources you didn't need, and had nothing to spend them on. To an extent, it's what I feel about Lilies now. There's nothing to spend the healing on, so it's just overheal. But I HAVE to spend them, to do the Misery-in-raidbuffs thing. It's counterintuitive
At the end of the day, I chalk it up to people thinking that 'X change would be better, turns out it's actually got its own problems'. If people had known back then, that 'WAR's gapcloser will be damage neutral, but now you only ever want to dump it's charges inside Trick and never any other time', they probably wouldn't have been so up for it. People wanted to be able to use the gapcloser to gapclose, and we can't really do that with the current form. And I see it as being the same with the Lilies. Healing with them is the 'nice side effect', the main reason to use them is to get Misery ready for raidbuffs, and I think that's backwards. I'd rather have them be slightly damage-lossy, so that 'when I use the Lily heals' is an actual choice, with consequences to my damage if I choose 'incorrectly' (even if that 'consequence' is a total of just 40p lost), because I cannot stand the idea of purposely wasting my resources to serve a purpose not related to those resources. I don't like throwing Druochole at myself for MP purposes on SGE either. In some regards, I'd even call it a 'failure of design' that the Lilies are now damage neutral. Because the 'refund' system they are designed to have, is no longer just a 'refund', but a 'you actually profited on this transaction' thanks to raidbuffs.
People are complaining about positionals and asking for them to be removed, I think 'don't remove them, just lower the bonus gained from them to 10p instead of 60p on some jobs', because without positionals, melee will feel dull as dishwater by comparison. But some people can't see that outcome until the change happens and it's too late, so they keep asking. Maybe the new job will have zero because of it, who knows