Maybe yes, they want it to be simple, but the problem is, it's made it dull and un-engaging, hence arguably it's a problem that needs fixing. And in fairness, the change I am advocating for the most keeps it simple from a healing perspective. It respects current design, it keeps a low skill floor, it just raises the skill ceiling. Which is the compromise I've arrived at. More DPS abilities won't make healing hard. But it will break up that 80%, it means they can keep simple content simple, they can respect the inexperience of newer healers, but not bore more experienced healers at the same time. It also means in more healing heavy fights, they're not compromised because they'll just DPS less and heal more.
It was Shadowbringers mainly. Stormblood showed symptoms and WHM was already in a bad place for it. SCH healed too well and had a little pruning DPS-wise in SB, but not much, hence I never complained. But the big changes were on Shadowbringers release.
WHM was already underwhelming in their downtime and lost Aero III in addition to that and couldn't stack Aeros no more. But at least they fixed other problems on the healing side of WHM from Stormblood, because that was full of problems, so it flows a lot better, but still, their downtime is mostly filled with Glare or Holy. Devs maintained a philosophy of White Mages should be the healiest healer, which is a concept that was made redundant as far back as Heavensward, this really only worked in A Realm Reborn when Scholars were less efficient at pure healing because they were the "shield healer" (a concept that barely exists anymore with how efficient oGCD's are). Heavensward patched that by making SCH get health up almost as quickly and added AST, which combined SCH's and WHM's niches. I've seen WHM's call for "more to do" since then, maybe just some utility just to bring more in line with SCH and AST. It's these kind of changes are why you might see some claim healers are homogenized.
For SCH we saw a huge gutting of their DPS skills in exchange for more healing-related abilities. They removed the functionality of Selene, who contributed to their downtime activity. You'd use Selene if healing intensity was low to give the party a bit of a DPS boost, you'd have Bio, Bio II, Miasma, Bane, Shadowflare, Miasma II, Energy Drain, and you'd add your Broils. And it wasn't even complicated. Now? It's Biolysis with Broil/Ruin II spams (or Art of War for AoE) and the occasional Energy Drain, the latter of which has just been nerfed because Yoshi P says the devs want us to be prioritising our aetherflow stacks for heals not Energy Drain.
With faerie abilities being turned into player actions means an element of faerie micromanagement is gone (where you weave their abilities during your own, which you might do in a DPS rotation). The effect of all the Scholar changes is that it just feels like you're spamming the same ability over and over when you don't need to heal.
For AST their card system was simplified fairly heavily and all cards now have the same effect as each other. AST used to have a problem with useless draws, but this was fixed through Minor Arcana in Stormblood. You had a system where you'd think about what you'd do with the card you drew, whether it is to Royal Road it, whether it was to use it, whether it was to hold it for later or to redraw or use it as a Minor Arcana. The most effective card was The Balance, so yes, there were people who fished for The Balance. So now ALL cards are in effect, The Balance. Which, funnily enough the "Seals" system they added didn't stop the fishing problem (only changing Sleeve Draw in 5.3 alleviated that). The only "choice" element is who to give it to. It also meant they lost a DPS ability from Minor Arcana because now that's just a more potent version of The Balance. There's no Royal Roading anymore, which allows you to modify your next card whether to extend the effect, make it stronger or spread it. And the ability to extend the duration of cards and to stun enemies has been replaced with another oGCD heal. But at least they still have their card system, which is why when I heal now I don't heal SCH (which was my main) but I use AST instead, just because it has a bit more to do.
For all healers the original Cleric Stance is gone, it was changed to something else in Stormblood (a temporary DPS boost) and removed entirely in Shadowbringers. This was an ability that added an element of risk and reward to healer DPSing, but got complaints because people forgot to turn it off when they needed to heal.
When you look at what has changed and been dulled or simplified or removed, it's quite significant, and it changed how interesting they were to play. But the thing is, they weren't that complicated either. I mean, there were varying levels of difficulty, with WHM being the lowest and AST being the highest, but that's a good thing. Because variety in design and complexity is the main advantage of having multiple jobs for the same role, you can appeal to what works for different people better.
I think some of the changes would have been fine on their own - I mean, yes, I miss Cleric Stance but I can understand why they removed it and would have the consolation of "I've got these other things that keep me interested", but sadly is not the care because of all the other changes too.



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