Quote Originally Posted by SweetPete View Post
Dang you guys went in on me hard. Sheesh it was just a suggestion. Wow you guys can get really mean here. It’s cool if it’s not something you want but I thought forums was just a place where you can express yourself positively and not incur just a rash of exasperated people.

It was just an idea… just like allot of people have. It’s not a right or wrong answer. Didn’t have to be so discourteous and impolite.
I think the only one that was hard on you was Ty, I just gave my thoughts on why I don't think a combo is a good fit for healers and Sarge agreed with it. I didn't mean to be hard when I suggested against it and I'm sorry if I came across otherwise.

To be fair to Ty though, he's seen it suggested several times over and doesn't see it fixing anything, and I largely agree that it doesn't fix much. The big problem with it is that it's not any different from the 111 spam we have now, it's a linear choice with no deviation or extras to work with. Procs dynamically change up what our next action could be, gauges can be spent or saved depending on ones proclivities, DoTs, debuffs, buffs, and cooldowns break up the monotony of that linear choice, even if it's on a strict timer itself.

Every job that has a 1-2-3 combo typically has that 3rd button unlock something else in the kit, more gauge to spend, stacks to spend, procs, another timer to watch, etc. It adds a layer of interactivity beyond the combo and it's less about "having the combo" and more "the combo does something interesting". I'd rather cut the middle man of the first 2 buttons and go straight to the 3rd button since that's more or less how the casters work in this game; I don't need to do Fire > Fire II > Fire III to unlock Astral Fire, I just go straight to Fire III, Fire and Fire II have other uses in the kit instead.

I don't think having a 1-2-3 combo is in itself a bad thing on a healer, but I think it's best used on one that has a melee phase rather than a base for all of them to work off of.