Quote Originally Posted by WaxSw View Post
That's the problem, is not a class, is an entire role that has been coddled by the devs and designed as "baby's first job".

These designs aren't really that complex and any player aspiring to handle an ultimate should be willing/capable of learning and mastering them, they really aren't more complex than tank and dps systems and they clear fine. Let alone how many of those systems mentioned are refinements of the previous existing systems of the game and we healed just fine with them.

It's fine having a low entry bar for a role, you want people to try it, but its also healthy having a high enough ceiling to make people stay, which is what the role is failing at on a spectacular way right now, and being a bit direct here you (as a general you, not particular) are not entitled to play the role perfectly optimal right from the beggining, if you want that it should be expected for you to put time and effort to learn and master the systems, like it happened on every good designed job we had.
Perhaps, but I do disagree with healers being an entry-level job.

In any case, I don't think making 10 bars filled with spells to juggle and systems will get people to stay. Complexity doesn't have to be resumed to how many spells you have and how many different buttons you push. And sure, let's say they make every single class an incredibly high ceiling to master. For a while it will keep ppl "happy" and then, people will master it, and they will say it's not complex enough anymore.

While I would love for SE to re-build/ redesign classes every couple to a few years I highly doubt they will do that considering how adverse they are to change and how much people end up crying over even small changes.

Also, the class complexity is just a symptom of a much bigger issue. You cannot just slap a band-aid (class redesign) and say everything will be fine.