Quote Originally Posted by ty_taurus View Post
Something else I don't understand is why we can't also break healers down into how easy it is for them heal? Like one thing about ARR's WHM and SCH was that SCHs had a much harder time healing. We needed to manage our damage reductions and actually use our shields because our only real way to power heal the party was through succor spam. Meanwhile WHMs had a much easier time with Cure III and Medica II to make it very easy for them to respond to heavy damage with equally heavy healing. What's wrong with having some more complex healers for players that want that? Why does every healer NEED to appeal to every healer player? As long as the numbers are balanced at the end of the day, who not add some variety in how challenging different healers are? It seems to not be a problem for DPS players to have more complex DPS than others.
THIS.IS.THE.PROBLEM.RIGHT.HERE!

SE goes out of their way to make Gunbreaker, a tank for DPS players that's both fun, active, and busy, while in the same expac, gutted EVERY.SINGLE.HEALER! There's been no attempt at making any of the healers interesting, instead just consolidating them and making them all identical aside from their signature differences.

SE's proven than they can do it as long as they're motivated, but it feels like while they can scape a little bit of motivation for tanks (seeing as how badly they treated WAR and DRK), they couldn't be arsed in the slightest for healers.

I don't like to say that WHM should be simple and boring for the sake of ease of play, but if it means that we can have nice, complex, dynamic, and engaging healer jobs, then it's a trade I'd be more than willing to do. Though admitedly, I've never liked WHM so I'm pretty biased there, but WHM is the only healer you get before level 30, sadly enough.
Quote Originally Posted by Semirhage View Post
I don't disagree, but there are two historical things that pose an issue with that. Not that *I* have a problem with addressing those things, but we've seen them play out in how healer design has worked over the past 6ish years.
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For you two cases, how would you feel if WHM was more set up so that the difficulty came from pulling out maximum healing while doing mechanics? The end result would vary wildly admittedly, but if, like now but on a better designed skill set, the difficulty doesn't come from spamming attack spells on a striking dummy, but the loss of uptime from movement, with limited ways to gain free movement (like swiftcast and stuff)? The base job would be easy to do well in, but the moment you started to do any remotely difficult content, you'd quickly start dropping damage until you learned to get better at it?