I respect the deep number crunching; however, one thing that I think is very important to keep in mind when we talk about theorycrafted ideas is that none of us have access to a prototyping build for the game.
This is true. But I guess my point here is that these changes would be identified and have to be changed. More saying I don't think it works out quite as you intend. Your intent seems to be to have an ability that normalize another to 3 uses per minute, but the problem is, this second ability is only used 2 times per minute. So there will naturally be some weird sync/desync/drifting.
One solution might to toss the Budding idea and just have Lilies naturally generate at a rate of 1/30 sec and have Banish exist to knock off 10 sec from that (like BRD/MCH can take off 15 sec from their oGCDs during that one BRD song/MCH's Hypercharge), but Banish would need a 20 sec CD for that to work. But this basically makes Budding a slightly more annoying GCD version of Presence of Mind - something you need to press like a metronome on CD.
...it is funny; it occurs to me that you guys hate a metronome 1 button spam (dipping bird with a 2.5 sec period could play the game for you outside of healing and Dia refreshing), but people like me hate a CD metronome (right now, I could set a dipping bird with a 60 sec period over my PoM button or 2 min over my Chain Strat button)
We both hate metronomes because we see them as annoying and uninteresting busywork where a dipping bird could play the game for us, but we hate different kinds of metronomic play.
...I feel like maybe there's a point of agreement/compromise there somewhere, but I'm not quite sure
HOW since we each prefer the
other form of metronome. XD
A handful of the issues...
Fair (for Second Concept). I assumed "after Tempest" meant "immediately following" rather than "sometime in the next 4 GCDs". That could work better (though I again think Budding does not). The First Concept still has the Banish/Budding/Dia/Misery problem due to CD drift, however. Like Dia isn't restricted by combo action, it's restricted by trying not to drift it.
Ultimately, what I care about most is the idea, because if the concept is sound...
100% understand. The first question to ask is "Is
something like this feasible? If so, we can hammer out the details. If not...then there's no reason pushing the idea further."
From my take, your First Concept is not feasible without largely changing how the game, encounter design, and healing for WHM makes. Something like it
would be feasible for SCH or particularly SGE, however, as I noted, because SCH can continue to heal even during those rigid points and SGE would be healing
due to working through those rigid points via Kardia.
In other words, is the concept of building toward Tempest, Soul Drain, and Holy feel like a good idea...
I don't know how it would work with the option to engage with it or not (having Tempest be a separate button would create optimization where you would delay it for burst windows, so that would become "mandatory" and not optional). The more basic concept of several spells building to a bigger spell is fine. I think we've more or less seen this in different forms across Jobs. RDM uses it with Dualcast - Jolt/Stone/Fire into Thunder/Aero; AOE Aero/Thunder into Impact is basically this on a very small scale - and on a larger scale, with the Black/White Mana leading to the melee/finisher burst combo. PLD does this with its 1-2-3 leading to Atonement and now to Holy Spirit. WAR does this with Beast Gauge and Fell Cleave. MCH does this with Heat Gauge and Hypercharge.
...note the distinction between "builder/spender" and "cooldown". PLD 1-2-3 gives you a powerful attack (...sorta...) to use, which is distinct from FoF/Req/Conf, which is "use on CD/every 60/120 seconds. The latter is controlled by CDs, time gating, and the player having to remember to use a button around a certain time or set a stopwatch when they start the fight or have a raid leader in voice chat (who probably does that) tell everyone when the window is coming up. Conversely, the builder/spender gameplay is lower mental budget and part of actions the player is taking, thus making it more under the player control. Granted, this is
much less than in the past when the player had options, such as PLD/WAR you really only have your 1-2-3 combo so it's just a "hidden CD" (were in the past you had several different combos and the Threat combo you could use, so there was more player choice in the rate these resources would be generated), but I think that's the distinction. Player agency/control vs the player being a slave to a CD clock.
But anyway, WHM even has a version of this with Misery, it's just not part of its standard rotation since Glare doesn't contribute.
Hence why I proposed myself every couple Glare/Dia casts (say 3 casts of either) leading to High Glare. It's basically the same concept, so I find that agreeable. (Dia included so you wouldn't have weird High Glare drifting and it's simply every X7.5 sec through the fight where you cast it, downtime aside). My issue is more the comboing and the drifting, and in the case of making the optional control scheme, optimizing distinction.
But the core concept of "every X casts, you get to cast something else that is bigger and feels a smidge more satisfying" I find agreeable in vacuum.
Now, to talk about Afflatus Budding for a moment...
Right, I understand. But I think the solution here is just to make Regen/Medica1/2/Cure1/2/3 generate a Blood Lily 1/3rd when used. The reason is because your proposal is trying to do this same thing, but on a CD, meaning they are only buttons you don't want to stay away from
once every 20 seconds. So that doesn't really fix the problem, since you already can use Cure 2/Medica once every 20 seconds without a DPS loss anyway (Solace/Rapture). It's just the same rotation as today with extra steps and a SLIGHT change in that you'd use Medica 2 instead of Medica 1 (Rapture is Medica 1 but Medica 2 is better in every way at only a slight MP different) and could use Regen without a damage loss (but it's already an instant cast, so that doesn't change anyway)
And it's only once every 20 seconds, so it doesn't introduce any additional flexibility in that sense.
And as I said, it rings too close to me to SB WHM Lily interactions with oGCD CDs. And I've made no secret about how I feel that was the single worst iteration of WHM in the entire history of FFXIV. It was the one expansion I DID NOT main WHM, that's how bad it was.
I just feel like "reduce CD on..." abilities are not good design for heals. They only seem to work well, imo, to DPS oGCDs, and only when the rotation is really strongly tuned for that, like MCH is.
Another adjustment I mentioned in the past that I kind of just default to in my mind for WHM is that you should be able to generate 2 blood lilies,
See, this I disagree with for the argument Shurrikhan was making - it highly prioritizes unintuitive "heal when no healing is needed" gameplay to stock Miseries for burst windows. It actually is the opposite of what I'd do. Sure, you could have the CD on it for 20 sec, but (a) some buff windows are longer (Searing Light is 30 seconds) and (b) now there's no point in being able to stock them in the first place other than it gives a TINY bit more flexibility to Lily heal use, but that's already an 80 second window, so more flexibility (to prevent overcapping) there isn't really useful or needed.
...because you can now more comfortably hold onto your blood lily for an upcoming buff window and not feel like you can't heal until after.
Yes, but another solution is to just have Misery be DPS neutral and all heal GCDs generate 1/3rd a Misery charge. This way, you feel like you can heal whenever you want/need to, and you just cast a Misery after any 3 heals. The only niche optimization is if you have a multi-hit attack (SoSEx, ZodEx, etc) and you Medica 2 the first strike, Cure 3 the second strike, Medica the third strike, and Cure 3 the fourth strike, then let your HoT from Medica 2 heal up the party after the fifth strike, you'd overcap a Misery there. But this is a pretty edge case that I don't think is really a problem in the grand scheme because of (a) how unusual these mechanics are and (b) how the focus is more on just getting through them anyway, so sitting on a Misery wouldn't feel TOO terrible, not to mention if you were about to have a Misery when it started, you could just cast the Medica 2 early and then dump the Misery. Not to mention in the live game
right now, when you do have to do that, it's an absolute DPS loss anyway. At least this way you'd get some refund of that.
I dunno, I just don't feel like it's a big enough problem overall to require a Misery change to stacks, and then we'd be having to do things like band-aid the 20 sec CD and stuff to prevent misuse. Just seems like a solution to a niche problem that generates more problems. Like giving someone a medicine for a minor issue they aren't even complaining about and that's not a threat to them that then requires another medicine to deal with the side effects.
If someone's not keeping up with their DPS, they're spending less MP.
I...think it's the opposite. All heals cost as much MP (or more, as much as 3x more) than our DPS buttons. You go into a MP deficit when you cast heals. All the healers are designed right now, with nominal levels of Piety, to be approximately MP neutral for long periods if they're only casting their DPS spells while using Lucid and Assize/Aetherflow/Draw/Astrodyne/Addersgall abilities on or near CD.
Honestly, I hate Lucid (now that it's not useful for threat reduction like Shroud of Saints). My personal opinion is that it's yet another "dipping bird" ability. I'd rather Piety just be boosted so we have the same overall MP regen over a fight. It's only REALLY useful if you use it just after being Raised. But if you're using it somewhat on CD, it's likely to be on CD when you get Raised anyway, meaning it loses that supposed flexibility.