I don't entirely disagree.
The thing is, there is no consensus.
For everyone who wants more damage actions there's probably a person that doesn't, a person that wants more healing actions, a person that thinks we have too many healing actions, and some poor guy that likes things as they are and doesn't want any changes, and yet another person who's entirely ambivalent. "shared enough" is a difficult thing to establish. If 5% of healers wanted more DPS actions, would that be sufficient to add more? To one healer Job or all of them? What if it was 10%? 30%? 50%? But what if 5% did not? Or 10/30/50%? Do we have to make such changes to all the healer Jobs at the same time? If, for example, we decided to add two more healer actions or so, would we have to do so for all healer Jobs? Could one get 3 and another 1? Could one get 0? And what of people that don't want more actions but rather want more interactions, like wanting a Diacloud proc that, when used, refreshes the CD on Tetragrammaton?
My concern is more that what some people want isn't what everyone wants, so solutions that just do that while leaving aside the stuff that really needs changing aren't good ideas. At best, they make no improvement to the situation, and at worse, they make it worse than it already is. As I say, I don't like DPS rotations when I play a healer. Some people do, some people don't, so a solution should have something for both. If, for example, they just put another DoT on all healers that had to be refreshed every 4 GCDs, I think that would be a worse situation than what we have right now. To some, they'd like it better, others would think it worse. Which isn't to say doing so on a healer or two is bad, but it is to say that doing it on all of them is bad, especially if there's no actual work on any of the rest of the problem. That's the entire crux of my generally proffered idea, too.
But at the least, we aren't going to get universal agreement, and we don't really have a good way to get a general feel other than "people don't agree". If even not everyone agrees that healing is a problem, it's hard to rally around a solution. Especially one that only satisfies one subset of the whole.
Fair?
Yeah, I agree it is...odd. I get not wanting a single point of failure to be healers in casual content, but we have so many and such powerful GCDs, that shouldn't even be an issue to begin with, and if the other roles aren't treated that way themselves...well...
SOME people.
Though I don't even think the part about choosing healing or damage is true. It's a pitiful bit of optimization, but high end SCH players swear by Energy Drain working off just that kind of question.
How is stating what seems to be true "fear/paranoia"? Around half a dozen people have said they don't think the healing side is the problem, but most everyone else seems to agree it is.
My problem with Ty's statement is what I said.
And if we're going to ask for incremental changes, why not ask for incremental changes to the HEALING side instead of the damage side? Especially since the damage side changes you suggest are NOT universally recognized as positive?
Very much so. It's part of what led us here, and part of what is keeping us trapped here: Treating healers as "green DPS" instead of a distinct role with distinct objectives and mechanics.
100% agreed.
Lilies already work this way, and WHM is the most played healer in the game by all the data we have. Clearly it's doing something right.
(For those thinking it's iconic and starts at level 1 - sure...but Black Mage is also iconic and starts at level 1, but is the least played of the Casters by the playerbase overall, and even an often distant second behind SMN for raiders. WHM being most played DOES indicate it's doing something that appeals to a lot of people.)
This kind of thinking is why we have the problems we have.



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