And as I just replied to ASk, adding a skill is not the same as a complete Job rework. And the complete Job reworks they've done thus far have always made Jobs simplier (MCH, SMN come to mind), not more complex. Even new MNK is an edge case that had some of its complexity removed, and it wasn't an entire role even if you DO want to argue it became more complex, it was just one Job in a role.
How did PLD's rotation change from ShB to EW? "Oh, I press 1 button 4 times now instead of 1 (Confetti)." What about GNB? "I now press one other big hit button once every 1 minute in my burst window and a oGCD after another button I only use as a resource dump." What about RDM? "Now my finisher works in AOE and for single target, I press the last button of my combo a second time."unless they learn the new rotations. Which they do. This applies to everyone except healers,
Which of these Jobs, "everyone except healers", had to learn a new rotation? With healers, you could say I learned a new rotation, too. WHM has Misery now being damage neutral and Lilies generate in 20 sec instead of 30 sec, so you press Misery more! Look at that, that's a change!
...that's not what you guys are proposing, though.
Except they are good enough to do so now.Pick pretty much any game from... ever. In the vast majority, if someone is not good enough to get past something,
Imagine if in a Mario game, a player could beat Boswer. But then you "improved" the game where they could only beat Bowser if they did a very specific set of jumps that they never had to do before to beat Bowser. You've now made them "not good enough" at something they were entirely "good enough" to do before.
Well, yes.I saw people suggest that they should jack the healing required up so more constant healing is needed. That's how we fix healers, to make them more engaging, make them heal more!
It also appeals more to people that play healers because they like healing, and to people who don't have a mindset of muscle memory damage rotations.
It's been shown to be "very controversial" because the raid community has gotten used to not using GCDs for healing as they chases parses.
That's what they've done with everything so far. They didn't rework Alexander because healers have more oGCDs now than they did in HW.it would also either necessitate reworking 10 years of old content that doesn't fit that model, or just leaving it to rot.
Considering ARR and HW aren't the same style of healing as SB, which itself is distinct from ShB and EW, it's at most 2 expansions of "old healing". And they literally did this same thing going from SB to ShB. So it's not like this is a change in any way.Having it as 5 Expansions of old style healing,
As you're so fond of pointing out - the story and normal content wouldn't require it. Not to mention casting Medica isn't exactly hard for people to adapt to.then going into eg: 8.0 story and BAM suddenly everyone's dying around them because 'we're in sustained healing time now, rev up those medicas',
The story.what's the point of what they learned in the old content?
What's the point now?
What did people learn from Prae runs from 3.0-6.0? What do people learn from Sasthasha runs? What are people learning from Sirensong Sea runs?
Wait, what?That AST point is super relevant.
AST got easier in 5.0. o.O
Like...seriously, the chard effect was just "is it purple" or "is it teal", and the seals you can visibly see on the card. "try to get three" wasn't complicated or more challenging than what was before.
And if AST wants an extra GCD or two in your filler, more power to you. I'm literally arguing that they get that! \o/
EDIT:
(...except it doesn't at all...)
It undermines my point that making things simpler is the opposite of making things more complex?'yeh but they got this and it didn't require relearning' skills are all not-damage except Misery,
...by replacing remembering a 1-2-4 with pressing their 7 button 4 times instead of once. Is that what you're arguing for? "WHM now automatically casts Misery with the Glare button once you get 3 Lilies" would be the equivalent change. Is that what you want? Less complexity?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,
No it didn't. Played GNB in ShB, play GNB in EW. Instead of 1x Gnashing Fang + 2x Burst Strike, you Double Down + 1x Gnashing Fang, and in both cases you use Gnashing Fang on CD to prevent drift and every 2 mins get extra Burst Strike on the end due to Bloodfest. That's hardly a big change and doesn't change the flow or rotation. It's kind of just an extra busywork button that they could have simply made Sonic Break into and no one would have batted an eye. Also would have helped the Devs with their quest to get rid of DoTs.DoubleDown changed how GNB's build/spend ratio works out,
GNB is super easy to me because you just lock in the rotation and go. Everything comes off CD at either 30 sec or 60 sec, which is the same it was in ShB. The rotation plays more or less the same, too. Also, there's technically an alternative if you need an extra stack with fewer GCDs just before your burst. AOE combo builds in 1-2 instead of 1-2-3. There are niche cases for this, but it's generally not worth bothering. The solution to that is you remove a Burst Strike when you have that case come up so you have an extra charge.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.
...and yet, it's the most played Tank in every region that isn't Japan. And the one people recommend for new Tanks, alt-Job Tanks (people that play other roles but want to branch out or be an omni filler), etc.WAR keeps getting harder and harder to screw up and people are very vocal about it in other threads.
Except they literally are. There's no way to maintain threat in the current game without pressing a damage ability.And no you can't go 'yeh but tanks are meant to do some damage to keep threat'.
Sure. Talk to the Devs and I'm sure they'll get right on making that change for you... /sarcasmReplace '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.
(except they might...)