Yeah, there's absolutely no reason to assume that if they added 2-4 more damage related buttons to any given kit, they wouldn't/couldn't just take some of the average potency out of the filler spell and then push it into the new buttons and keep DPS on average roughly the same. But even if they didn't, I don't think it would really matter. They constantly increase the potency on lower level skills for whatever reason ("current" tier balance reasons, presumably), and older content's always getting easier and faster to clear on account of it.
This bullet point in particular is kind of ironic though, because it's not like the people who Liked Things The Old Way had any bones thrown their way. No one got to keep the older, slightly more involved/kits. Everything got thrown under the bus! So it's a little harder to be sympathetic to the issue.
As for the lower skilled players... well, IMO it's not a terrible thing if maybe the highest tiers of content aren't super accessible to people without a firm grasp on the fundamentals. Having a reason to want to become better at the game isn't a bad thing. Story stuff? Yeah, you should absolutely be able to carrying a super bad player or three through it. I can't imagine that changing even if the healer dps kits get a little more complex, because we can already hard carry absolutely awful DPS that don't seem to have ever read tooltips and have no idea how their rotation works as is.
THAT SAID, I am not against the idea of having a sliding scale of complexity for various jobs between roles. Melees, Casters and even Tanks to a degree already have that (not so much Ranged tho imo...), and I tend to gravitate towards different ends of the scales depending on role. But even then, I feel like the GCD kits as they are now are a tad bit *too* simple, and everything should have some room for player skill growth and the ability to fuck things up. Maybe the easiest one doesn't need to be a TON more complicated, but I firmly believe anyone should be able to, at the very least, handle three GCDs they hit with some level of frequency. I could easily imagine a WHM that's still fairly simple like that. An aero that gave you a 15~20s damage increase buff rather than a dot, a water spell that had a 30s recast while still being on the GCD, then a filler stone. Having the timers on the player themself instead of on individual enemies would make tracking them a lot easier for a role that isn't always guaranteed to be targeting an enemy, and keep your attention focused on the same general area as your other healer cooldowns. It's a little more involved, but not so much it would alienate anyone. And then the others could go up from there.



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