Shurrikhan - I guess we may just...disagree then. You say identical in complexity is fine, I disagree. Ever MMO I've every played had "easy" and "hard" classes. Even in FFXIV, other than healers and arguably ranged physical, the other roles/subroles have a gradient, even if some wish to claim it's small. I don't know what they're going to do with PLD as of this writing, but WAR is very clearly easier. Lower skill floor and skill ceiling. GNB is clearly more complex than WAR (even if I personally find it easier because it being rigid also means easy to keep track of). DRK has periods of complexity followed by periods of ease. PLD is kind of all over the place. Likewise, some melee are easier (SAM, RPR) than others (NIN) and some kind of "depending on who you ask" (MNK, DRG). Casters, likewise, have a gradient between BLM (widely considered one of the hardest Jobs in the game despite what should be mechanical non-complexity on paper) and SMN (widely considered the absolute easiest Job in the game), with RDM somewhere in between.
It seems counterintuitive that healers, despite having 4 Jobs, need them all to be of approximately equal complexity.
Regardless, that isn't really a reason to do it.
If it does the same damage, it wouldn't be 'griefing".If you don't want playing a more difficult job to simply be 'griefing" and thereby pushed out of even the most basic spaces it, especially, would need for learning, it at least needs some reason to be played beyond just personal taste.
In this thread, you guys are arguing that personal taste WANTS a Job that has a harder time doing the same thing ... for no possible advantage. Which is it? I thought the argument here was that you guys were bored with current healer rotations and wanted something more complex so you didn't fall asleep at your keyboard. Not that you want to do more damage than other people. Those are two different arguments. Which is it we're having?
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Okay, this is confusing me:
You went into an in depth and reasonable discussion for healers to have a damage ability.Each job having a satisfying number of damage-contributing actions would not force them into homogeneity.
...I've not argued against healers having a damage ability.
None of that says that they need to have many damage buttons or complex rotations and interactions.
...moreover, I haven't argued against that directly, either; on the contrary, my very argument is to make SCH, SGE, and probably AST all more rotationally complex.
What are you arguing against here?
You didn't answer my question:
Why do we NEED all 4 healers to have 6 (or whatever) button DPS rotations?
Saying "they need damage buttons" doesn't answer that, because even 1 is having a damage button.
You said "a satisfying number", but what is that? Would you believe many people are satisfied with 1 button? Some want way more. What is the objective definition of "satisfying" in a number? Is it 3? 5? 8? What's that specific number? Why is that number NOT 1 or 2?
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Keep in mind my argument is for SCH to have around 8, SGE to have around 5, AST to have around 4, and WHM to have 3 (which is what it has now if we don't count Assize, at which point it has 4). Why do they all need 6 or 8 or whatever instead of one being left with 3/4 as it has now?
I'm not seeing an answer to that question. To the why it must change for all healers.
I'm seeing answers to why we should change it for some healers, but that's the very thing I'm proposing. Why must it change for all healers? That's the question I'm not seeing an answer to.