Quote Originally Posted by Renathras View Post
You're not asking for a mere addition of a few upgrade skills. When WHM went into EW, they got Lilybell they can use on rare occasions, Aquaveil they can tack onto Benison for tank busters, and their old abilities got upgraded to get new animations. That didn't require relearning the Job. It wasn't a major change to the Job's gameplay.

In ShB, there was...but not as much as you might think. Aero 3 was swapped for Misery, Solace was use case identical to Cure 2 (but preferred), and Rapture to Medica. All other abilities that were changed were streamlined or made simplier, not made more complex and didn't require relearning the Job or stretching one's existing capabilities. In the case of SCH and AST, it was quite the opposite with them being majorly simplified instead.

Earthly Star getting turned into the size of a galaxy isn't something you have to adjust TO.

Adding Lilybell didn't make it where WHM's doing Extreme and Savage before were unable to clear Extreme and Savage in 6.X. You don't even have to use Lilybell to clear ANYthing now. So that's not even close to an apt comparison all around.
It undermines your point pretty bad when your example 'yeh but they got this and it didn't require relearning' skills are all not-damage except Misery, which is not Aero3 in any way at all. Aero 3 required keeping up 100% of the time or as close as possible. Misery was a consolation prize for the longest time, a 'we are sorry you had to heal, heres a partial refund'. Now it's 'use in raidbuffs, purposely overheal to do so if needed' because it's damage neutral.

Now look at another role, tanks. Blade combo on PLD forced people to unlearn the muscle memory of going for a Goring Blade after their Confiteor, because you'd clip the empowered Valor DOT. Shadowbringer does big damage, but is best held for the 2min window, despite it being right there and ready to use. DoubleDown changed how GNB's build/spend ratio works out, I've heard there's about 3s of leeway with downtime before you fall behind and don't generate enough carts to keep the loop going. WAR keeps getting harder and harder to screw up and people are very vocal about it in other threads.

And no you can't go 'yeh but tanks are meant to do some damage to keep threat'. Replace 'deals X potency damage' with 'generates emnity equal to an attack with X potency damage' and it'd still keep aggro just fine, but without doing damage. Especially considering the 25x or whatever it is multiplier on threat generation that tank stance provides since SHB