Honestly, it doesn't even have to be WHM. It could be SGE, or even AST. And no one's asking for the other three to be "more powerful" except the people saying that anything not as complex should be nerfed by comparison. Which isn't any of the people proposing the "change 3" idea.
Everyone has to sacrifice to reach a compromise. Changing all four forces a ton of players to sacrifice either their playstyle or content (or both) for no gain at all to them. Changing 3 is the give and take where everyone sacrifices something but also gains something. Which is what a compromise should be.
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What do you mean? Melee have a gradient. That's bad? Casters have a gradient and all of them are useful. Tanks have a gradient, the problem is PLD does crap damage and has a missing mitigation (both of which are presumably the target of the changes in 6.3). SAM's aren't being blacklisted from parties. NINs aren't being blacklisted from parties. A good BLM is always welcome in parties because they legitimately are worth bringing. Having variations in complexity doesn't seem to be a problem in any of the other roles. The only problem comes if some Jobs do significantly less damage overall than others. Like MCH doing less (party) than DNC/BRD or PLD doing less than the other three tanks. This is only acceptable if they have tremendous utility (Verraise for example) to make up for it.Originally Posted by Shurrikhan
On Druids: So Feral is even less played as a subspect? Well, guess that makes my point for me, then. I thought it at least had a niche it was better in.
Looking at the two builds, though, Balance seemed more simple to me when I read about it in Shadowlands. But it's hard to say without playing it, I suppose.
Where did I suggest we truncate healers? I suggested we expand three healers and leave one alone. How is that truncation?Because there is no "deep end" in isolation
I DID suggest we focus them in different areas, but to do so while expanding them into those areas so that the net area is greater than (or equal to) before, not less than. I'm a bit confused what you think I'm proposing?
Also, where did I say someone was asking for a healer that requires a treatise? I've noted actual number values, such as 6 or 8 damage buttons. Those are concrete things, not some nebulous "it's too hard".
Note that the official forums make up a tiny fraction of the playerbase, and the independent posters in this thread is/are around 30, which is the absolute minimum N to even try to do something with statistics, and tends to generate poor results. That's also ignoring that not everyone in this thread is in agreement.A larger group in this thread...
...which is a fancy way of saying "this thread" or even "this forum" is not likely representative of the playerbase as a whole.
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EDIT:
No, I'm not.Ren, you are advocating for 3 healers to be 'swimming pool' and one to be 'inflatable backyard pool'.
I'm advocating for the 4 healers to be normal sized backyard swimming pool (the 3 foot ones), large backyard swimming pool (the 4-5 foot ones), in-ground pool/city pool, and Olympic pool, where 2 and 3 are largely side-grades to each other.
I'm not advocating for anything to be "inflatable backyard pool" nor am I advocating the other 3 be identical.
I'm actually advocating for the exact opposite of that, for the other 3 to also be diverse and distinct from each other.
It is, but I can also link you videos of ARR and HW where the WHM isn't casting many damage spells, including 2nd Coil and 3rd Coil. Also, Gordias is LEGENDARY for being overtuned, to the point of breaking guilds, sidelining PLDs and MNKs, and so on. I don't think using a world first Gordias is very indicative of the general raider community, or larger community, at the time. In fact, I just noticed World first, which kind of indicates that was NOT normal at the time for general raiders or the general playerbase. Surely you realize that as well, yes?BUT, I can also link this: World first Gordias, now I'm pretty tired, eyes blurry etc, but I'm pretty sure that's Aero 3 and Stone 3 being cast.
I don't think using a World First clear is a good example of the playerbase as a whole. I'm not sure who would think it is.
Once more, I'm confused what you're arguing. Are you now arguing that healer damage be exclusively auto-attacks? Surely not... I mean, I KNOW you aren't, so I'm confused why you're advocating for auto-attack heavy design...? I mean, I guess we could do that (technically optimal RDM play is to do that, I think, as all those little auto-attack damage strikes when Dualcasting add up), but...Since Ruin and Ruin 2...