We play healer for a variety of reasons, one of which might well be, to paraphrase Grandpa Abe Simpson, 'I played healer when I didn't find it boring or unfun, when they had several DOTs in SB etc. But then they changed what 'fun' was, and I no longer enjoyed the role. Beware, or it'll happen to youuuuuu'. We force ourselves to play a role we don't find fun in the hopes that it will become fun again, or because our statics need us to play the role, or just simply because despite how much the role changed, we would enjoy DPS or Tank even less.
The bit in bold is absolutely hilarious (and sad), as it is completely true. Why didn't players just pick a DPS class to play, instead of complaining that 'its too hard to juggle healing AND doing damage'. We shouldn't have had the role simplified as much as it has been in the first place, yet here we are, and somehow this 'new direction' for healers is 'the normal' and what us boomers remember is forgotten, so when we ask to go back to towards 'the original design', we're met with 'play something else, this is how it is'. What it 'is', wasn't always 'is'. If the devs had actually followed what you said and I highlighted in bold, we probably wouldn't be in the mess we're in now. But they decided they wanted to dumb the role down to chase a casual playerbase, who have shown no interest in healing, trying to persuade them, no lets be real, bribe them into trying the role with the promise of fast queues and zero stress gameplay. And the fairweather players they chased turned out to be fairweather indeed, and bail on the role anyway. All the change has really done is exchange veterans/hardcores for newbies/causals, and it's worked out to be a zerosum change. Nothing gained, just gameplay depth lost.
If you like the role for how simple the rotation is, good for you. But that does not give you the right to decide that there should be no extra room for optimization added to the role. RPR can get by in most fights by just Enshrouding whenever they hit 50 Red Gauge. That's fine, if they want to play that way, heck I do it too because I don't main the class enough to care otherwise. But for the people who want to push their gameplay to the next level, there's Double and Triple Communio. DRG can just hit it's stuff on CD, go into Life as soon as they have 2 eyes, etc. But for the optimizers, they can delay Life to better line up with their buff windows. PLD is referred to by the term 'spreadsheet gaming' for a reason. I want the same room for skill expression to exist for healers, as it does for Tanks and DPS. And balance depending, you could play the 'Spam Glare (or Broil in your case by the looks of it), refresh DOT when it falls off' style and be almost as efficient as the 'fully optimized' rotation. My WHM idea would have you doing about 2% less efficiency compared to 'my WHM idea if you were optimizing it', that's within Crit Variance range. If I can do the maths to get it that close, SE sure as hell can.



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