I think a re-assessment of what is considered 'the baseline kit' for the Healers especially, is required. I think SE perceives too much of their kit as 'this is a shared baseline, that every healer needs an equivalent to'. Stuff like SCH/SGE having Adloquium/E.Diagnosis, or Succor/E.Prognosis, okay that's fine. The most basic GCDs to perform your role (applying barriers to keep team alive through the damage) can be 'shared', that makes sense to me. But then we have stuff like Indomitability/Ixochole, or Lustrate/Druochole, or Pepsis/Emergency Tactics, and it starts to get a bit silly. Look at WHM and AST. Certain actions are similar (eg the GCDs, Benison/Intersection, Aquaveil/Exaltation), but there's a fair few that just are not comparable. Where WHM has 3 uses of Rapture per minute, AST instead gets Star, CO and CU, but two of them are Regens rather than 'instant healing', and one (Star) asks the player to use it 10s in advance to make the most of the healing, so the gameplay of the two at least feels a little different there. It's the damage GCD loop that lets them down, and makes them feel 'samey'.
Keep the basic GCDs (the ones that, ideally, we don't use anyway, if things are going well) as the shared 'this is the baseline kit of the job', but allow the additional abilities to be more diverse in their gameplay. SGE more focused on Kardia as a mechanic, SCH more focused on interplay between themselves and the Faerie, WHM can stay the 'basic, press button receive heal' healer, and AST focused more on the cards (to create a gameplay more focused on buffing allies, rather than doing damage directly). Add one or two new damage actions that interact with these diversified healing kits, and the problem is fixed (somewhat). The biggest example of this is SGE, due to how its damage triggers Kardia
'Job Balance' is a very nebulous term, given that we've never had perfect balance between the Healer jobs. Even now, with the majority of our damage as a Healer being from a single nuke button, and a 30s DOT, they still can't get them perfectly balanced. AST's gone through how many reworks, because it's a balancing nightmare, and even now, it's still not balanced against WHM. At some point, people gotta accept that 'good enough is good enough', and if the situation is 'All four healers are fun to play, and all four healers can clear all the content in the game, but the price we pay for those fun designs is that there's a disparity of, say, 2-3% damage between <top healer> and <bottom healer>', that should not be reason enough to remove all the fun in pursuit of 'job balance', because we're never going to get them perfectly balanced against one another.
An example I'm looking at as I type this, is M1S (95th%), AST seems to be 1200 DPS ahead of WHM. Yet despite this difference (about 7%), WHM still has more logged runs for the fight than AST (over twice as many). So if that many people prefer to play the 'weaker job', either A: they don't know it's weaker, or B: they DO know it's weaker, and are actively choosing to play it despite that. In either case, why did we sacrifice 'fun design' in pursuit of 'perfect balance', when we haven't even gotten perfect balance from the sacrifice, and so many players don't seem to care about the balance in the first place (whether by not being aware, or being aware but actively deciding 'don't care')?



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