Quote Originally Posted by Semirhage View Post
I mean yes, but I was replying to someone suggesting that blowing lilies as often as possible was the name of the game.

Still hate 'em. You can use them for moving (and overhealing) or weaving (and overhealing). They're like a more sophisticated Freecure trap. They allow you to do important, useful things by funneling you into casting healing spells whether they're useful or not, which is how bad healers play. I'd much rather a system that rewards the player for timing their resource use well, or tempts them with tough choices that all lead to positive outcomes that are hard to discern which is better. Lilies are like that bad healer tutorial on the sidelines shouting "you should be casting healing spells constantly, all the time! That's how skilled healers play".
I agree, but I'd say this is not a WHM problem but a game design as a whole problem. Having a proper resource management means you can fail, and that's not something it should happen in this game. They are even coming for DPS now (see: removal of Kaiten so Samurai kenki management is just mindless Shinten spam now).

I disliked lilies in ShB for that reason exactly: I thought it was stupid that I needed to use a healing skill just to move, or even worse, just to weave... An healing oGCD. Some people thought it was complexity, but I thought it was just really terrible design especially if compared to AST and SCH.

Now we still kinda do the same, but at least I don't feel punished in 5 different ways just for using the job gauge. So it is a step in the right direction, but it's basically the start of the road. And I honestly have no idea how you can save the current lily system especially under the current job design philosophy.