Right, that's my point.
We don't need MORE damage actions.
We need the damage actions we have reworked to actually be...meaningful?
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Personally, I hate "plate jugging" "busywork" like DoTs and upkeep buffs. I really don't find either enjoyable or engaging.* Take RDM as an example. It has neither, but I find it enjoyable to play because the caster phase (short/long casts) has decision making related to balancing MP. While I wish the proc system was reworked (personally, I'd rather always have fire/stone, remove jolt, and have the fire/stone procs do something else, like double the amount of mana they generate, which would change how you interact with them that way), I like the overall system. It's easy to understand and work with, but requires you to continually evaluate the situation to make a decision on what action to use. And the amount of damage we're talking here is also pretty insignificant. Not to mention damage shouldn't be a heavy decision focus of a healer to begin with.
DoTs and upkeep buffs don't have that. There's no decision making. On the VERY niche min-max hyper-optimization, you can get into "if the boss is going to die in less than 12 seconds, Glare is more damage than Dia", but that will almost never factor into a clear and is strictly a parse padding argument, not enjoyable gameplay or moment to moment decision making. Likewise, upkeep buffs have the same calculus of "will it wearing off decrease your damage or increase your damage", which is a niche thing as the answer is GENERALLY going to be "upkeep it" with only some minor thought to "the boss is about to be untargetable for 40 seconds, so refresh your WAR self-buff to 60 so you already have it up on the reopener" type situations. Which, again, is once or twice a fight, not an ongoing thing you're thinking about as you choose which action to use.
Even SMN's widely panned "braindead" rotation has more thought than a DoT, since the right answer for the DoT is always "refresh as it falls off", not "let it fall off" outside of the very niche situations above. Using Ifrit at the wrong time is a pretty substantial issue, and trying to find where you can do so safely so you can work Titan - the most movement friendly one - into the Burst phase - a fixed phase that might not always be when you need movement - is actual optimization and decision making. Likewise, as a DPS Job, having to consider when to use a Raise, when to save Swiftcast vs when it's safe to use it, etc, are active decisions that all have more meaning than "do I refresh my DoT or will the boss go untargetable within 12 second so I lose 200 potency of damage over the course of the fight?"
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But my point here was:
Do we really need to add more actions when we have these buttons already? Just retool these buttons to do what we are asking for. Why do we need Assize if we have something better to put in that hotbar slot instead? Just turn Assize into...that.
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EDIT:
*Obligatory "4 Healers Model" mention - I don't think it's bad to have a Healer Job or two that DO this, because some people DO like it.
I DO think it's bad to force it on all the Healer Jobs, because there are people that DON'T like it, and they need a way to escape it that isn't "you're being bad/sub-optimal".


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