I wonder, why exactly do people like this sort of gameplay? Because it’s simple? Maybe some sort of thinking like “I have less to worry about for damage, so I can focus on healing!”Oh, and as for the "one healer sacrificed" - I guess my thinking is, I don't consider it a "sacrifice". Many people WANT that playstyle.
No job in the game is excused from not having to deal damage. As such, I think that every job MUST have an engaging rotation, whether it’s simple or complex. Players must be taught the weight of doing something right or wrong.
What exactly does Glare and Dia teach players about dealing damage? What is there to pay attention to other than a 30s DoT? What does a new player get punished by if they keep overcapping the lily gauge? Nothing, nothing, nothing.
Take a look at this kit for WHM I made up:
- Stone III - 2s GCD. Charges bar by 10%. Every 3 casts, proc empowered Stone IV.
- Stone IV - 2s GCD. Charges bar by 5%. When proc’d, instant cast and charges bar by 10%.
- Water III - 1.5s GCD. Charges bar by 5%. In Water III mode, charge bar by 10%. 30% chance to proc Water IV mode.
- Water IV - 1.5s GCD. Charges bar by 5%. In Water IV mode, charge bar by 10%. 30% chance to proc Water III mode.
- Enlight - Expends bar, dealing max potency at 100%. Switches bar to opposite element.
The core rotation: (S3 > S3 > S3 > S4) x 3 > Enlight > W3 > (W3 or W4 depending on mode) x 9 > Enlight > repeat. Spells used in its proper phase deal bonus damage. Casting Stone spells in Water phase or vice versus drops the bar. Heals and Misery do not interrupt the S3 combo, and you automatically enter W3 mode in Water phase. Let's forget about Aero II and III for the moment.
This is a simple rotation with a predictable Stone phase and procs to pay attention to in Water phase. There is a GOOD way to do the rotation, a BAD way to do it, and a BEST way to do it. This is also why I want a regen lily spell to be separated from Solace and Rapture. You need to be able to choose the correct spell for the correct moment.
We can even add a reward to this:
Enlight - additional effect: When used at 80% Earth bar, grant 1 lily. When used at 80% Water bar, grant Freecure.
Now you’re rewarded for doing your rotation correctly. “But wait, what if you’re already full on lilies! You’ll have to spend one before pressing Enlight!” Yes, you will have to watch your lily gauge before casting Enlight. Or, you don’t have to. The damage you’ll gain is miniscule anyways. This is what optimization should be about.
This kit is easy to understand and yet forces you to pay attention to deal the most amount of damage. It STRESSES you, and that’s good. Games need to stress players. Platformers, RPGs, fighters, etc. FFXIV should be no different.
There’s nothing wrong with an easy class, but Glarespam is beyond easy. It fails to teach you what a caster should be about, and fails to challenge players.