There have been criticisms of the lily system. One is that Misery is learned way too late. Being the core element to White Mage's gameplay, it will take a new player several hundred hours of story before they reach the point in which they'd normally learn Misery and actually "unlock" the lily system entirely. Prior to level 74, Solace is just a no MP cost Cure II in an environment where MP costs are rarely an issue. Additionally, there's also the point that the lily system encourages unhealthy uses of Solace and Rapture, encouraging the player to burn them to avoid capping on lilies even when the healing isn't needed, and also burning them during phase changes or between pulls to fuel Misery, thus wasting the actual healing. The lilies are a good concept, but it needs polish and the perception of a designer with a more intimate understanding of how healers prioritize actions in this game.
One thing I've suggested would be to give White Mage a Six-Sided Star equivalent that doesn't do damage or anything, but nourishes the blood lily. If you aren't familiar, Monk's action "Six-Sided Star" is a potent GCD attack that elongates your GCD when its used. Instead of waiting 2.5 seconds before you can use another GCD, you have to wait 4 seconds to use another GCD after Six-Sided Star. It's supposed to function as a disengage tool for Monk... a way to throw out a hefty amount of damage before you have to leave melee range. With this White Mage tool, an instant cast spell that nourishes the blood lily but halts your GCD for 4 seconds instead of 2.5 seconds means it's a DPS loss, but allows you to nourish the blood lily between dungeon pulls or during a phase change without burning lily heals needlessly for the purposes of damage.
In regards to the discussion of replacing glare spam with more intricate DPS gameplay or more healing, the people who I'm referring to when I mention those who ask "why not ask for more healing," are the ones directing that statement to the people who are complaining about the healer role. Someone pops in and doesn't understand why the proposed solution is more DPS when, in their mind, we should be asking for more healing and not asking for more DPS. And again, this is targeted specifically to the people who have a problem with healers. What I'm trying to clarify is that the stance I and others who are dissatisfied have taken is not "no, don't add more healing. Only add more damage." It's "I'm happy to see more healing, but I will still need more damage regardless, because the amount of healing we can reasonably get will not be enough to resolve the issue I have with healers."
In other words, it's a proposed solution that will either fail to address the core concern from those that are dissatisfied, or if it did address that core concern, it would come at the cost of everyone else's ability to even play the role. And none of us are advocating to destroy the ability for the casual player to access the role.
Something you need to fundamentally understand with the conflict you have with people like Roe and Aravell and the like who are not satisfied with just leaving White Mage as-is is that their position is not to make White Mage inaccessible, impossible to play as, or punishing to the common healer. On the contrary, they talk about making it more approachable to the average player, but while also adding some amount of modest selection of DPS attacks that also allow them to gain a few extra inches of optimization--something that will not have an adverse effect on the common player.
Now, you have disliked this take, because it would mean that playing White Mage to the best that it can perform would require engaging in that added DPS gameplay, but being required to be a master White Mage and being required to be a successful White Mage are not the same thing. You can still feel the way you feel and want a path of little-to-no resistance to master for the job, but recognize that wanting the job to be inherently easy to master is not a requirement for it to be easy to play. What they believe in is Bushnell's Law: The best video games are easy to play and difficult to master. - Nolan Bushnell.



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