Apologies in advance for the length.
Again, you frame everything from one side.
Are you aware that what you propose would be harming WHM players who do not want DPS complexity?
Are you aware that what you propose would be harming ALL healer players who do not want DPS complexity?
Why is this question only asked from one side?
I am not approaching from the position that the 4 Healers Model would be an unmitigated good. I've been EXTREMELY consistent in saying I think it's the BEST solution, not that it's perfect. I've said there are still people harmed by it, but it's the one that causes the LEAST people to be harmed. I've said it's a compromise; compromises by their very nature mean that they are not perfect, and there are trade-offs.
1) Correct.
2) False. As I've pointed out, I've been party to enrages that barely were cleared - through me having done damage. Had my damage been 10-20% lower, they would have failed.
3) Correct.
4) True, but that isn't the issue. Any change should ensure that people that can CLEAR NOW can CLEAR AFTER. That is, the goal of the change is to make some people less board, not to lock other people out of content, fair?
5) False, but somewhat irrelevant.
That isn't the argument, and I THINK you know it's not the argument. And "I don't enjoy it" IS a compelling argument, since Job design should be based on making things that are fun/enjoyable.
What do you propose for the people that don't like dps complexity - and, indeed, play healers FOR THAT REASON - do if we change all of the healers? If THEY FEEL that it is damaging to them, what do you tell them? "Oh you poor thing, it's all in your head, you'll be fine?" If someone told you that right now about current healers, would you find that acceptable? I suspect you would not. That means any solution requiring such is not acceptable.
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In any compromise, there are pros and cons. The pros of the 4 Healers Model is that there are Jobs for all playstyles, so if players WANT more complex or less complex DPS rotations on their healers, they have the option to pick the healer Job that is right for them. Note this is true of literally every other role in this game right now. The cons is that people that like a certain aesthetic will have to chose whether aesthetic or rotation is more important to them. Will people that don't want rotational complexity all be happy with whichever one (probably, though not necessarily, WHM) ends up being simple? Probably not. There are probably some SCH, AST, and SGE players right now that like their kits as they are and will be upset. What do you offer them? Nothing. At least with the 4HM, they have an option. There will be some players of whatever Job is the simple one that want a more complex kit. What is their option now? Go on the forums and complain. They have no other option. So if they have 3, then that's an improvement, isn't it?
Both sides lose something. One side gains something at the expense of the other - the players that gain more DPS complexity on healers. One side loses something to accommodate the other and gets nothing in return - the players that do not prefer a more complex DPS rotation.
...yet you're talking like the people that want more DPS complexity are the ones giving something up. How does that make sense? Are you genuinely incapable of fathoming what the other side is giving up for you in this proposal? And that you would take even more, while they gain LITERALLY NOTHING from even the more limited exchange I propose?
Seriously, you're insisting it doesn't harm me when I'm telling you it does, but set that aside, do you realize what all I'm giving up and you're gaining - at my expense - without giving up anything at all yourself?
Even the 4 Healers Model is an extremely one-sided compromise as one side is exclusively giving up things and the other side is only gaining and losing nothing, yet you say by not getting everything, they're losing out. Does that really seem fair to you? Imagine a compromise in life where one person had $100,000 and the other $0, and the one with the money gave 75% of it so the end result was the $100k person went down to $25k, the $0 person went up to $75k, and was complaining that the other person wouldn't give them the other $25k as well. How does is it a fair compromise for one side to take it all from the other while leaving them nothing?
I don't think you know or understand what I want either. Though I think it's...due to something else, not sure.
Regardless, no one is advocating for stagnation. Saying "no complex dps kit on at least one healer" isn't saying "never touch or change anything about this healer OR THE ENTIRE ROLE from now on". If absolutely nothing else, the 4 Healer Model would do the exact opposite of have the healer ROLE stagnating. The initial implementation alone would be a huge break from the status quo, and there would be all kinds of balance and encounter design changes that would stem from it.
If your concern is the healer role stagnation, doing what we're doing now is going to lead to that, not the 4 Healer Model.
Fair enough.
One solution would be to make Succor more accessible and Adlo a bit less to compensate. For example, if Succor cost 750 MP while Adlo was 1500 (not set in stone, just saying), then there would be cases (in a world where MP mattered) where Succor was your "general" AOE choice and you still saved deployment Adlos (and Adlos in general) for more emergency situations, preferring Succor and Physic. Which...would consequently make Physic actually worth having.
And as you say, having "Bane" would be a nice bonus.
The problem with charges is they don't allow more frequent use, they just allow compressed use. Instead of one at time 0 and one at time 90 and one at time 180 and one at time 2700, you can use one at time 0 and one at time 90 and two at time 180, or two at time 0 and two at time 180, or two at time 0 and one at time 180 and two at time 270. Basically, it lets you accordion them together if you want, but it doesn't give you more uses per se if you were, for example, using some on spreading DoTs. It's the one problem with the PvP dual use is that the two cases seldom happen together. You'd generally use the Bane side only in 4 mans during trash, but you'd want one for each wall-to-wall, but not need them during the boss fights.
I feel like part of this problem is the SCH/SGE problem more than the idea itself. That is, that SGE is too close to SCH and needs to be split up more/have its kit changed instead of holding SCH back. For example, make Zoe double the potency of the next SGE GCD shield instead of increasing the healing done. "But what about Zoe Pneuma when you need a big heal?" Zoe + Eu Prognosis + Pepsis (have Pepsis scale off the size of the originally applied shield).
SGE shouldn't be solving every problem the same way SCH does. I don't want to say "balance be damned"...but other people have been saying that a lot lately pointing out it's what's preventing Job identity and distinction in designs...
We also had a lot more GCD healing.
I suppose this comes down to "what are nice interactions?"
Having to DPS to heal is generally bad, and having to excessively overheal to DPS (or maintain MP economy) often feels bad to people, too.
And what redundancies would we delete?
Situational stuff is kind of problematic because the more situational it is, the less useful it is in general, and the more people feel it's a waste of a button. "Sure, Lilybell is great in some specific situations, but most of the rest of the time, it's overkill. Wouldn't we be better off with just a second charge of Assize?"
My opposition is to DPS rotations/complexity since I don't enjoy that. I'm fine with more interesting healing interactions. I'm even fine with a little more DPS stuff as long as it doesn't detract from or interfere with that. As I said pages ago, Diacloud procs with at least 2 charges (on the buff, so it doesn't have a high risk of overwriting if you're stuck in the middle of GCD healing people) I'd be fine with. An entirely new rotation based around an entirely new gauge and several new abilities and upkeeps to juggle is a rather different animal than Diacloud or Aero 3.