I understand that, and that's why I've tried to keep the ideas I've made here rather more 'tame' than what could be created (I've seen other people suggest massive overhauls that completely change the core design of each healer). But I do wonder if the perception that these additional systems (which I've tried to balance in such a way that they feel 'optional, for the sake of optimization only') would be too complex for something like an Ultimate, is because we're not used to having them, and suddenly being thrust into the deep end with their addition would feel overwhelming to some players? In a sense, the 'new player' would ironically have a much easier time with the additions, because they'd be learning each system one step at a time as they level, whereas we've got 100 levels of changes thrown at us as veteran players who have already reached the max level
These 'super complex classes' (again, debatable/subjective, I don't think any of these are any more complicated to execute than some of the Tanks) are intended to be for every level of skill, in every piece of content. You can choose to spam Cure2 and get through an EX roulette currently. You can press Succor 35 times in week 1 progression and still clear. These ideas wouldn't change that, or force the player to press their DPS actions more, merely add variety to which DPS actions are being pressed at what times. The example potencies are so close to the filler spell potency (eg Banish being only 40p stronger than Glare) specifically so that the player wouldn't be punished for 'doing the rotation wrong'. It's all intended to be 'tools to optimize around, but ultimately not necessary to clear content', and with it being 'optional', it simply means more potential fun to be had in lower-skill level content like EX roulette
Further to the whole 'it might be a perception issue, that too much change is happening at once (from the POV of max level players) with these designs', I think what would help solve that would be if SE had a better update implementation schedule. Let's take the WHM, as an example. Rather than doing all of the changes at once, SE could break it up into 'Phases'. Phase 1 could be implemented in, say, 7.3, which would contain the changes to the Aero/Dia duration, and the addition of Banish as a new attack. In 7.4 or 7.5, Phase 2 could add the lower level versions of skills (Protect > PI, Divine Seal > Temperance, etc), and if SE wants to further soften the Pure/Barrier split, implementing Stoneskin/Graniteskin and the Afflatus upgrades could occur at this time. Finally, in 8.0 with the expansion release (due to the UI elements required for it), the Nature's Vigilance gauge, the spender, and the associated 'refund attacks' (Quake, Flood, Tornado) could be implemented.
Then, the same applies to the other healers. By adding things in smaller chunks, it allows the devs to A: break up the workload so as not to overburden their pipeline, B: get feedback on each portion's balance as they go (allowing them to adjust potencies/CDs for balance alongside the implementation of the next phase), and C: getting 'something' out sooner rather than saying 'wait 2 years and see what happens' would give a massive show to disillusioned vets of the role that 'we are listening, we are changing things, this is just a taste of what's to come', and for a lot of said vets, a change that shows that there's something coming down the pipeline would be enough to get them saying 'Hey, these Phase 1 changes for WHM (Dia duration change, Banish added) have helped the WHM gameplay out, and there's more coming in another patch? Well, this change was good, so I guess I'll stick around and see what they're cooking'
edit (ough):
1: I'm not asking for 10 bars filled with spells to juggle. These designs add, I think the highest button count was '3 more than DT has' with SCH. Reducing button count on SCH in particular feels like a challenge, because all of its actions feel very 'it sucks, but used together with other tools, they become greater than the sum of their parts', but there's a couple of things that could go. Like Repose. And Rescue. And to an extent, if MP balancing were changed up to support it, Lucid Dreaming. For WHM, I'd only need to add 2 buttons if SE acquiesced to the plan to add a Barrier-based Lily spender. If Stoneskin and Graniteskin didn't make the cut, then it'd be +-0, since the 2 buttons I'd add (Blessing of the Elementals, Banish) would be counteracted by the 2 I'd remove (by having Cure upgrade to Cure2, and Medica to Medica2 (and then Medica3)).
2: I'm not sure anyone (in numbers big enough to matter) is saying that a high-ceiling class is 'not complex enough' when they 'master' it. EG, in EW, Black Mages at the top of their game didn't say 'oh BLM is too simple for my massive brain', they praised how versatile it was, how many options it had to adapt, etc. I also don't remember anyone complaining that MNK was 'too simple' when TK rotation accidentally appeared in Stormblood, but I do remember A: people who learned TK saying 'its cool that we have an optional, highly technical alternative that gives a very small (and ultimately unrequired) DPS gain' and B: people who didn't want to learn TK saying 'I don't want to learn this highly technical rotation' but not realizing that they could still parse orange with the standard rotation (source: I raided with a guy who did exactly this back in SB), and definitely not needing to learn 'the highly technical alternative rotation' to clear the fights, even in week 1 gear (and in MNK's case, this was back when everyone was going on and on about needing NIN DRG BRD MCH/SMN comp cos 'its meta')
3: SE slapped a 'bandaid' (class redesign) onto SMN because of how people felt about it in SHB, and now it gets criticism for its simplicity pretty often. I think it's entirely possible that the bandaid of a class redesign can have the opposite effect, and raise the perception of the job, if said design is 'good'. Whether the ones I've made here are 'good' is subjective, but I'd like to believe they would offer more gameplay for the healers than what is currently on offer. Additionally, one of the big issues with the current healers is that they have a lot of similarity in their kits, especially SCH/SGE having literal copies of certain actions (eg Ixochole/Indom are same potency, E-Prog/Concitation are the same potency of barrier, etc). So, if a player were to 'master' SCH in the current game, and swap to SGE for reclears, they're already most of the way to 'mastery' of SGE due to that similarity. But, with these redesigns, SCH has stancedancing to master, and SGE has Kardia interplay to master, and the two are much more divorced from one another in their 'optimal gameplay', even with still sharing some actions (eg Ixochole/Indom), because for example, SCH would be able to manipulate that Indom via their Strategies to make it heal for more, or to apply a barrier instead. Conversely, SGE would be able to apply the 'lossless' barrier that SCH can (via Defensive-Indom) to the party over the course of 4 GCD attacks (via a combination of Zoe and Pankardia), but that requires A: being able to hit the enemy, and B: 4 GCDs of setup time. And that means having to think about how you'd do the fight very differently between all four healers, extending the 'Time To Mastery' somewhat



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