
Originally Posted by
Aravell
I don't think any game should be designed to help people not feel bad for making the wrong decisions. GCD healing is not always a wrong decision, the community just thinks it's always the wrong decision.
Also, if you start talking about GCD healing feeling bad because you lose damage, how am I supposed to interpret that other than you wanting the big numbers? If you don't care about chasing numbers, why should you feel bad for GCD healing? I genuinely do not understand.
This is the issue I think, I don't see how anyone can 'feel bad' about GCD healing when it is required to prevent a wipe, except for if they're already fully aware of the funny number site and are trying to get a big funny number there. I don't 'feel bad' when I have to put up Medica 2 in P12S for something because I'm out of Lilies, I do it because my job is to heal first and foremost
I think WHM's main issue is that it's stayed as an ARR-style design in an EW world. It just doesn't have the 'flow' to it in the way that the other healers do, and so it feels out of place in this EW fight design. The two don't mesh smoothly. I described it to a friend as being that the healers are cars, and WHM is the manual with the janky clutch. Sure, some people prefer to drive a manual gearbox, but sometimes the clutch is gonna stick and you get that horrible 'missed gear shift' screech and the whole car shudders in pain. That's the Medica 2 hardcast, causing the sudden slowdown in the 'flow' of the fight.
It also lacks the spread of tools, of 'decision-making' on how to heal each situation, instead having a 'doesn't matter what the shape is, it goes in the square hole' approach with Rapture just covering pretty much everything. For example, AST has to choose, since all are 1min CDs, 'do I use COpp for the extra range on the heal, or do I use CU for the 10% mit, do I need to put Horoscope with this heal to give it an extra 200p, will I have enough healing needed on everyone coming up to get full value from Star'. WHM's 'choice' is 'Do I press Plenary here'
It'd be fine if there was at least a bit of something going on on the damage side of things. But when there's very little thinking needed for the damage side, little thinking needed for healing, and almost zero needed for mit (lol Temperance), it's not hard to see why WHM is uniquely alone in this regard. The other healers have similar issues with their damage rotations, but at least they have something more going on healing-side or mitigation-wise. It gets bland when we know the fight timeline and have our mit planned out as a SGE/SCH yes, but at least that takes a bit of time to work out. WHM almost, by design, autosolves it's 'role in the fight' because whatever comes up, Rapture probably solves it.
On a personal note,
I've been trying to play AST more for reclears recently. I still don't like it, because of how much weaving it has to do in the 2min window, and how much that makes my hands hurt, but I enjoy how I have things to think about compared to WHM. Even if it's just 'who do I put this card on' or 'would CO or CU be better here'. And related to above, I don't 'feel bad' when I use Neutral Sect for something. This week, in fact, my cohealer friend stood in the poison on P10S, and we managed to keep her alive through the full DOT, even during one of the Bonds sets going off, because Neutral Sect spamming shields on her. I guess in one regard, it was 'this feels bad because this is so much damage being wasted to fix a problem caused by another player', but the alternative is to let said player die, and in hindsight, that'd have wiped us because of Bonds being un-clearable (gotta love body checks). I'm pretty sure that the 'this feels bad cos no damage' feeling is entirely because I'm aware of the funny number site, and if I had no knowledge of it's existence, I'd be popping off much more that we salvaged a 'theoretically unsalvageable' situation.
I would also say that 'swap healers from spamming damage filler to spamming Aspected Benefic/Cure2/whatever' is not the solution some seem to believe that it is. It wasn't 'more interesting' to keep my friend alive per se. It was 'interesting' in the moment we had to react to her getting the poison DOT, and me thinking 'how can I solve this', but after Neutral Sect was activated, that 'interesting' is gone. From there on, it was a case of 'Press Ctrl-1 10 times, instead of Ctrl-2 (my Malefic key)', and I gotta say, it felt pretty similar in monotony after the first two casts. That's against a DOT that ticks for like 45k per tick. So I dunno how some expect that 'oh we can make healer more interesting by increasing how often we have to press GCD heals', I don't think doing that for a full fight would make for 'interesting gameplay'
I wait with bated breath to see how much of the bathroom SE throws out alongside the baby and bathwater with this 'rework' that is coming for AST. Because I want to see, do they remove the 'decision-making' from AST to lower it to WHM level? Do they actually 'fix' things with good intuitive design choices, or do they take the easy way out again and just go 'eh people think too much APM, so now card is GCD' and mangle the flow of that class too