Oh, so you're just saying "Would you like it better if it was what we have right now"?
I'm confused how that's even a question, since I don't like the kinds of DoTs we have right now. Why would asking me if I'd like new DoTs that are the same as the ones we have now that I already dislike make sense?
I have to think it's something different. Like "DoT does 50 to 100 potency per tick for 30 seconds (10 ticks); the potency scales from 50-100 based on the last time the DoT was used; using it at the full duration applies the next DoT with maximum potency, and this decreases down to 50 and builds up again". In other words, if you spam it on several targets, the first one gets the full 100, but the others only get 50 (since you're using it back to back) unless you wait until the last one wears off to apply another.
Personally, I'd find that worse instead of better, but at least it would be...different.
RDM's combo cost was reduced to make it either harder to optimize or easier to play at an entry level, and at this point, I'm honestly not quite sure which. The changes it got with each expansion were adding an additional stinger onto the end of its combo (Scorch then Resolution; which are effectively just "more special effects" like Glare/Holy upgrades, the kinds of things people here SAY they don't like/want for healers, and the functionally it's no different than just pressing Holy/Flare three times, and Scorch/Resolution are even the same button, which is more akin to a lazier version of my "Empowered Holy" idea that a lot of people don't like because it doesn't add more DPS buttons), getting a charge to Acceleration (and rebalancing what it's supposed to do), and...well...Reprisal. /shrug Oh, and Magicked Barrier. Neither of which are "exciting". Magicked Barrier is as "exciting" as Temperance or Expedience, and since those don't count, Magicked Barrier can't. Scorch/Resolution are as exciting as Afflatus Misery, and to be fair, Misery was pretty widely praised and people have loved it ever since.
Honestly, I find Expedience FAR more exciting than Temperance or Magicked Barrier. Not only is it something SCH didn't have anything like before, but it's something NO JOB IN THE GAME had anything like before unless we count out of combat Pelaton, and has a lot of fantastic uses. Not to mention (people always seem to forget) it also has the damage reduction, meaning it's got a built-in Temperance/Magicked Barrier as an added bonus.
So if we look at White Mage with this same lens you've applied to RDM:
ShB:
WHM got an entirely new Job mechanic in the revamped (and actually functional) Lily system, allowing them to build up to a mega attack with efficient, MP free instant cast heals that can be used on the move for powerful healing options. They also got Temperance, an exciting form of utility on a Job that had nothing like it previously (I'm not mocking you here, WHM legitimately didn't have a partywide damage mitigation previously; we can't really count Protect since that was a "apply before combat, reapply after Raises" thing, not an active form of mitigation), allowing White Mage to actually contribute to sustain and mitigation more effectively. These are only a few of their changes, but they are they high points of what feels new and different about White Mage, and why players felt like it got something new and valuable.
EW:
WHM initially sucked due to 6.0, but let's pretend that didn't happen for a moment here:
WHM received Aquaveil, a tool powerful single target mitigation tool that White Mage did not have before, as well as a second charge on Divine Benison, allowing WHM to excel in two Tank situations or have free use of spot mitigation on endangered party members, as well as an extremely powerful healing tool in Lilybell that can be placed remotely and used by the WHM both for a powerful burst of healing, remote healing when the WHM cannot safely be near the center of the party, and countering multi-hit attack mechanics! (Though I do agree the CD is ridiculous)
Taken together, the shift from SB to ShB - much reviled by most of you here - was, in fact, such an evolution on the Job. It completely revamped how WHM heals, WHM's MP economy and management, and how it can approach mitigation scenarios. This was buttressed by EW WHM, at least after 6.1 when Misery was made damage neutral and Lilybell had the added early detonate feature that was missing from the start.
Those ARE the kinds of things you guys are asking for, but you all hated them...so I'm a bit confused here.
Hell, SB -> ShB SCH was a textbook case of "reinventing the wheel" since they completely changed how Faerie oGCDs and macros worked, as well as completely changing SCH damage.
Clearly, "reinventing the wheel" does not always end up better. Though I do personally think the WHM reinvention was a success, I seem to be alone, here, in that regard. You might argue that you don't mean THAT kind of reinventing, only adding things, not taking things away, but taking things away IS a form of reinventing the wheel (and one of the reasons it's a monkey's paw), and besides that, things WERE added, just not thinks you liked. Or, at least, many things you didn't like or didn't think made up for what was removed.
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Personally, I think some things changing and some things staying the same is the solution. What are the two most praised Jobs in the game right now? BLM and DRG. What are the two Jobs in the game right now ARGUABLY most like their ARR forms? BLM and DRG. I think there's an important lesson in that.
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I guess on this, I'd just say to you "Ware the monkey's paw..."



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