Quote Originally Posted by Voidedge_Ragna View Post
So what? It's a job with forced downtime that can't DPS besides the mentioned skills? Or are they having that DoT on top of more Dps? Someone who knows better can probably give you a better number, but 350potency/tic is likely very close to personal optimal healer DPS.
Yeh, that's kinda the point, there's this constant argument of 'healers should be focused on healing, not doing damage', so while it may have a bit of sarcasm included, this 'pitch' would indeed allow a player to 'focus on healing', because their damage is entirely autopilot. I'm seeing posts over in general about how some people are having issues with the latest trial, that it's got too much visual clutter and it's hard to do the heal check in the last phase? But if the damage and HOT are 100% uptime, this would allow the player to focus on casting not-Medica, which as we all know, is the peak gameplay experience for healers /s

The issue of 'what if the casual player doesn't do damage and it causes enrage', fallacious as it is, would not be an issue at all on this one because they press their one damage button at the start of the fight and then the game handles their damage contribution completely. It might need a buff though. SGE is the 'personal damage' healer, with no POM to make damage calculations harder, and it does 330 per 2.5s, and 75 per 3s from it's DOT. By my quick 'just woke up' maths, that's 19320 potency per 2mins (factoring in 3 Phlegmas). To keep up with that number, this idea would need it's damage per DOT tick to be 483. Might also be hard to balance if it works as a regular DOT instead of like Variant Spirit Dart, cos it'd snapshot raidbuffs for the entire fight duration

BLU being what it is now, is an entirely separate issue unfortunately

ren moment

Quote Originally Posted by Renathras View Post
And no, this doesn't. THIS isn't like any of the healers today. Not ONE healer today has two DoTs it puts on targets then sits on its hands for the next 5 minutes. None. What healer plays like this proposal right now? Oh right: NONE OF THEM. Never mind it's all DoT based, something you and he already know I dislike.
Firstly, it's one DOT, with potency based on if you apply it for ST or AOE, not two. Secondly, the healer that 'plays like this proposal right now' would be like, classic WOW healers. It doesn't exist in FFXIV now, sure, but that is because SE learned that this kind of design is bad. Blizzard did too, that's why you see Druids using up to 4 DOTs in M+ runs, and HPaladins donking things with a big hammer. So what, one damage button to spam like Glare is required because 'sit on hands' is not gameplay, but more than that is 'busywork for the sake of it'?

Also, there's a very large difference between DOT based and DOT centric gameplay. You don't like DOTs because of DOT management (ie staggered timers etc), no? Yes, the source of your damage is one single DOT here. No, that does not mean it's a DOT-centric gameplay loop. You'd press it once and then ignore it. No timers, no 'pool resources so you can refresh at right time', just press it and then spam only healing moves like you're fighting a classic WOW boss like Patchwerk or something

Quote Originally Posted by Renathras View Post
And yet, that's your consistent position.
Might be theirs, but it is not mine. I've compromised on so much, that it's almost impossible to do bad damage on my WHM pitch. You'd have to purposely stop casting damage abilities full stop. The difference between attack A and B is so marginal that Crit Variance would cause your enrage 5 times over before 'WHM didn't press the right buttons in the right order' ever even thought about being an issue. The compromise happened in the design phase, not post-pitch. I figured that by getting the obvious 'we can't have Banish be a massive gain over Glare because what if casuals don't press it at the right time', and other such points of contention, out of the way before they even have a chance to be an issue, then the criticisms can be levied against parts that need criticism. Instead the arguments are attacking a phantom limb, something that was already addressed. Which just makes it look petulant, and makes it seem like 'any change is bad'.

You do know that the 'complexity' of WHM jumped far more thanks to an SE change (making Misery damage neutral) than anything I suggested right?

[/QUOTE]
But, that's why your proposals aren't acceptable. You don't care to understand the side opposed to you, so you're not offering something said side actually wants.[/QUOTE]

Because what 'said side wants' is effectively to be given the rewards of participating in a piece of content, at a fraction of the effort of any other role, by making one of the members of said role have zero depth, with no recourse for those who want to put more effort into said job. SMN is catching an alarming amount of flak over the same issue, because 'why would I want to learn an ultimate on RDM/BLM when I could brain-off and do it as SMN?' And they're right in a sense, the challenge of the Ultimate is in learning the fight, not in the job rotation. So it makes complete sense to use the more forgiving SMN with it's 6 total seconds of cast times per minute to learn something with as much movement and precise timings as an Ult, and then go back to try your 'actual class' once you know the fight mechanics.

Keeping one healer 'as it is now' means seeing the SMN argument again, but with healers. Everyone already asks 'why play AST for prog when WHM exists'. We did not need SMN to be the 'easy job of the role'. We had one already, it was RDM. And everyone was fine with the level of complexity RDM had, even in SB. SMN went far below that level, and set the skill floor bar to the lowest we've ever seen for a DPS class. We shouldn't be looking at the results of SMN and going 'let's do that again'

I understand what 'the other side wants'. I disagree with giving them 'what they want', because it is antithetical to 'competent game design'. There are some people who want to see positionals removed from Melee. I disagree with giving them that, too, because then Melee loses the final thing it has that justifies it dealing so much more damage than the Ranged/Casters


Quote Originally Posted by ty_taurus View Post
I can't tell if it's funny or sad how delusional this statement is.
I find it pretty hilarious. Man's on about 'saving' one healer from the damnation we'd visit upon the role. I'm sure the general playerbase will thank him for his tireless work in saving them from having an extra damage button on WHM

/s, if it wasn't painfully obvious