OSRS was born of a 'strike', where a massive amount of the playerbase quit when Jagex forced an update to the game that changed how combat worked, and made the game 'unrecognizeable' to some players. As of this very second, OSRS has about 7x the concurrent players that RS3 does
The issue and misunderstanding of this whole topic, is the conflation of three groups of players, into two groups, to suit each side's narrative. We have 'people who want to see changes to the Healer role', 'people who want Healers to stay how they currently are', and 'people who are just here to press their buttons man'. Say that these groups make up 3%, 2% and 95% of the Healer playerbase respectively. The 3% is going to say that the 95% belongs with the 3%, or shouldn't be a factor in the discussion. The 2% will use the 95% as a justification for their stance, saying 'see, if only 3% of the playerbase 'want changes', then 97% of the playerbase 'doesn't want changes''. When in reality, the 95% would take the changes in stride if they were implemented, and would continue as normal if no changes were implemented. We don't count 'didn't vote' in elections and such, after all. But I expect that SE will choose to lump the 95% in with the 2%, because that suits the design they want to go with: one where the minimum amount of work is applied to keeping the Healer role functional in content, and thereby reducing development costs (which means saving money)
One thing that does strike me, when it comes to the 'undecided' players, is that many times that a 'hype' action has been shown for Healers, it's been an attack. Aero 3, Misery, Purgation in the 6.1 PVP rework trailer snippets, people get more excited for attacking actions than defensive/healing actions on average. What this tells me, is that a modest rework to Healers that surgically applies 'small changes, with big impact on gameplay', would go down very well with players, provided that it just looks cool. For example, SE could add some new healing actions to WHM, and I'm sure that some people would be excited about that. But I think that the playerbase would be far more excited if said WHM were to end off the Job Action Trailer section by blasting the enemy with Quake, Flood and Tornado. Or a SCH applying several DOTs, maybe dropping a Shadowflare bubble, and using Bane to melt an entire pack of enemies. Or how about SGE, who could have a couple more attacks added, such that they start to grow into the 'Heal allies by dealing damage' identity that was originally implied they'd have?
Let's take an example. If we magically had, with no devtime/financial cost, a completed 'rework' for WHM with the following adjustments/additions:
- Add a trait that upgrades Cure1 to Cure2 (retaining the MP cost of Cure1)
- Add a trait that upgrades Medica1 to Medica2 (by frontloading a tick of the HOT into the on-cast potency)
- Add a trait with the effect 'When you have Medica2's HOT active, Cure3's MP cost is halved'
- Rework 'Freecure' Trait to the effect 'You have a 15% chance upon casting Stone, Water (or any upgraded version), or Cure2, to make the next Cure2 cost no MP'
- Add an additional effect to Thin Air, wherein it makes the spell instantcast, in addition to costing no MP
- Reduces Aero/Dia's duration to 12s, rescaled potency as needed for balance
- New action, Water (upgrades to Banish), dealing 40p more than the current Stone/Glare (At max level, this would be 370p)
- New gauge that goes from 0-100, charged by casting any non-Lily spell (amount depends on spell, with healing spells granting a lot more gauge). Damage rotation on a dummy (no healing used) gives about 55-60 gauge per minute
- New action, Blessing of the Elementals, which costs 50 of the new gauge. AOE heal GCD, 500p, gives 500MP on use, and adds 3 'Petals' to the gauge, one Wind, one Earth and one Water
- New action, Quake, replaces Stone/Glare on the bars when an Earth Petal is in the gauge (saves hotbar space). Is also AOE with 50% dropoff, for dungeon/add phase reasons
- New action, Flood, replaces Water/Banish on the bars when a Water Petal is in the gauge (saves hotbar space). Is also AOE with 50% dropoff, for dungeon/add phase reasons
- New action, Tornado, replaces Aero/Dia on the bars when a Wind Petal is in the gauge (saves hotbar space). Is also AOE with 50% dropoff, for dungeon/add phase reasons, and applies DOT to all targets hit (at 50% potency)
(the potency of Quake, Flood and Tornado, add up to the same potency as 'Glare, Glare, Banish, Dia' (or lower level versions, at lower levels), and so they make Blessing of the Elementals 'damage neutral')
- New actions, Stoneskin and Graniteskin, Lily Spells that apply a ST/AOE Barrier (weaker than SCH/SGE barriers, but damage neutral thanks to Misery). They do not heal, but do trigger Plenary Indulgence
(Lily Gauge unlocked at level 30 with Stoneskin)
- New actions, Afflatus Bastion and Afflatus Sanctuary, potency upgrades and new light VFX for Stoneskin/Graniteskin at the level 70ish range
- Learn levels of Plenary Indulgence and Afflatus Rapture swapped so that you have Rapture in level 70 content like UCOB/UWU
- New action, Afflatus Tragedy (or Melancholy, or some such sad name), lower level version of Afflatus Misery (to get players into the whole 'damage neutral healing' thing sooner)
- New action, Divine Seal, a lower level version of Temperance (which upgrades to Temperance) which provides the Healing Magic boost, but not the mitigation
- New action, Protect, a lower level version of Plenary Indulgence which gives 5% mitigation for 10s to allies. When upgraded to Plenary, Plenary inherits this 5% mitigative effect
I think a lot of people would go for such a design, especially when the question asked is 'do you prefer this design, or the current design'. Everyone would have their own reasons, of course. But such reasons could include:
- Very hotbar-space-efficient. It'd require only 2 more hotbar slots (because of the upgrade traits for Cure/Medica saving 2 slots). If that's too much still, Stoneskin/Graniteskin/Bastion/Sanctuary could be pruned out of the design
- It is incredibly mobile. More of its attack rotation is instantcasts than not (helps casual players keep their damage going)
- The vast majority of the changes are healing or mitigation related
- The damage loss of not pressing the new button, Banish, is so low that it is impossible for it to be the reason an enrage occurs
- Aero/Dia rescaling of duration/potency makes the button feel more 'bursty' despite being a DOT, and serves to differentiate it from the other healer DOTs in gameplay feel
- Actually gives WHM an identity in its gameplay, of 'compile multiple damage refund attacks, unleash them all in raidbuffs for massive ADPS'
- Gives WHM more versatility in how it handles mitigation tasks (by allowing it to actually participate), potentially allowing for 'barrier check' mechanics to return even in 4man content (Vulcan Burst on Ifrit, Photon in A11S/TEA, etc)
- Makes WHM incredibly good at raising party/recovery (due to being able to throw out 3 instantcast Raises in a row if needed)
- With the addition of more add phases in Savage (M6S), having long-range options for AOE (Quake, Flood, Tornado) would help keep damage rolling during such phases even at distance (eg the WHM is marked by the Jabberwock)
- It would look cool
But the issue is, I can't convince people alone that such a design is better than what we have, because hardly anyone (in relation to the size of the entire playerbase) is going to hear about this pitch. But, if SE were to offer current WHM, and this WHM, side by side, and ask players 'which do you prefer' in a PTR style environment, I have difficulty believing that the majority of players would vote for the current WHM. Mostly because the above would be 'current WHM, but it has more of everything, more attacks, more healing actions, more mitigative options it desperately needs'. And why wouldn't we as players want more?