I don't mind being a 'safety net that doesn't need to be used', what I mind is that if the safety net doesn't need to be used, my gameplay is awful. In a dungeon pull, my job is 'keep the party alive, and then spam one button to help deal damage (Holy/AOW etc). If my 'safety net' of healing isn't needed, then the first half of that isn't my problem anymore (keeping party alive), and so I'm left with 'spam Holy/AOW on loop until enemies die'. Tanks get to use things like Decimate/Holy Spirit (gauge spenders), IR/Req/Bloodfest/Delirium, big impactful AOE bursts like Lionheart combo or Confiteor combo or that new Big Axe thing WAR has. As WHM, we have Misery (if we prep it before the pack so it's not always there), and POM, which for 4-5 years was 'the same button spam as before, but now it's a bit faster'. At least we get Glare 3 now I guess
I just want to have engaging gameplay, even in the times where I don't have to heal. I know I'm a Healer, I'll Heal when it's needed. But SE can make 'healing' as engaging as they like, it doesn't change the fact that when we don't have to heal (and there will ALWAYS be times we don't have to heal, the game's built that way), we have too little to fill that time with. I don't just want my healing kit to be engaging, I want my ENTIRE kit to be engaging. That means having more actions to use than just Biolysis once every 12th GCD (this is not hyperbole) and Broil spam for the other 11 GCDs. Even in something like Savage or Ultimate, places in the game where the healing is meant to be 'at its hardest', we still spend like more of our GCDs on damage actions than healing actions, because we just don't need all that healing. And I doubt SE's going to be reworking the healing paradigm of 11 years of past content to make it work with a new healing design direction (plus think of how much dev time/QA would be required to make sure things are still clearable after such an update), so 'rework how healing works' is probably off the table as far as solutions go
Also, a lot of chatter comes up about 'this would make Ultimates too hard', we had more complexity in our kits in SB (eg still having Miasma on SCH), and not only did people clear Ultimates back then too, UWU had the second-shortest World First speed (and if you look at the top 3, top 5, etc, you see that TEA is shortest only because of TPS clearing 3 days before everyone else, for most groups it took 6 days to UWU's 5). But it's also a self-fulfilling cycle that SE has landed themselves in. The perception that 'Ultimates would be too hard if the jobs were more complex' only has any legs as an argument, precisely because SE removed that job complexity and moved it into 'encounter complexity'. But look at some of the Savages we've had since SHB came out. Look at something like E7S, or P7S (why is it the 7s), those fights sucked to prog as a healer. P7S was especially awful, because it was 6mins of nothing, followed by 'you died to Inviolate Purgation, go again', over and over, because all of the 'encounter complexity' was backloaded into the final 4-5 mins of the fight. Because the design of raiding was shifted to 'job easier, encounter more mechanically demanding', if the encounter can't live up to that expectation (and not every can, some fights will just be stinkers there's no avoiding it), there's nothing in the job kit that can gloss over how 'meh' that fight is. Contrast that to something like O6S which, while nothing really happened in that fight, we didn't mind as much because we still had some meat on the job kit's bones
Meanwhile, SE tried to add a little bit more 'encounter complexity' in normal mode stuff with M2 (Alarm Pheromones), or M3 (Lariats), or even something like King Nogg guy (Deadwalk), and a massive influx of complaints threads on the forums and Reddit about 'this is too hard' popped up compared to previous expansions. How can we solve 'players who got more skilled at the game are finding lower-difficulty content like EX roulette boring' by increasing encounter complexity, when so many people don't WANT more encounter complexity in that content? IMO, by making the Jobs themselves have more (optional) complexity, and balancing those extra 'optional' complexity avenues via potency balancing, such that ignoring them is a minimal loss of damage (such that optimization requires it, but regular play, even 'first clear of Savage', doesn't require it). Example, if you make SCH have 3 DOTs, and give them potencies like this:
Broil: 310
Biolysis: 350 (30s)
Miasmalysis: 340 (24s)
Shadowflare: 320 (15s)
Then ignoring all three DOTs entirely, and just casting Broil instead, would lose you less than two Broils, per 2min window. The majority of 'issues' that people bring up as rebuttals, are only issues because SE has designed us into such a corner on things. In this case, the assertion that 'no because if you skip applying your DOT you would cause enrage' is only true in the current form of the game, because SE has made the DOT's potency be '250% of the filler GCD's potency'
oops I ranted a bit



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