Quote Originally Posted by Renathras View Post
What did you mean by balancing healing and damage?
I'm talking about the job kit itself, not what we do with the kit. If the job kit had a better balance between healing/damage/utility, they'd be forced to be more creative with the space that they have left. WHM could get actual interaction within its kit instead of wasting buttons on Cure/Cure but stronger/Cure but stronger and also instant/Cure but stronger and also OGCD. A kit that's segregated into separate portions is boring. Interaction within a kit should be there so it feels complete and flows well, new lilies feeding into Misery is a way of doing that, but we need more inter-kit interactions, not boring basic "does X damage" or "heals for X" spells.

Quote Originally Posted by Renathras View Post
What was it you loved about healers in HW/SB?
Playing healer back then was more active. Optimisation required active MP management, HP bar management, managing what little OGCDs you had, managing aggro and doing mechanics, I enjoyed every one of those aspects that some people would say is clunk because it kept me actively paying attention, SE has removed a lot of those aspects from the game and they have no intention of bringing them back. Mapping out the whole fight of Sophia EX and healing the entire thing without ever leaving Cleric Stance while also not stressing out my cohealer was one of the most engaging things I've done, no point mapping out low savage floors and extremes now, can just press buttons and fumble through, it's all so boring now. If SB SCH came back now, I would accept it, but I wouldn't enjoy it. It would be lacking MP management, area management (because Soil is the entire arena in size now) and fairy management, it would be a pale shadow of what I used to enjoy.

Game systems are not something you can change, so I'm not interested in your pitch, that's all.