Thank you for reading, glad you enjoyed
It's definitely possible to design the idea in such a way that it doesn't require the addition of the second gauge, but I think the design would suffer for it. WHM is known for being the 'easy to approach, simple' Healer. And there's merits in both approaches, I think, of 'WHM has one gauge that handles everything, so it's simple' versus 'WHM has two gauges that work in tandem, but the amount of things each gauge does is lessened, so it's simple'. Looking at something like SCH, the aspects that are controlled by its two gauges (Aetherflow and Fey) are quite simple and intuitive, despite there being two different Gauges, IMO. In fact, Fey Union being the only use for the Fey Gauge (currently, who knows what 8.0 has in store) is a great comparison/example to how BOTE is the only spender (in this design) for the Vigilance Gauge, or how Fell Cleave/Bloodspiller (and their AOE versions) is the only thing that the WAR/DRK spends their gauge on now
Without increasing the cap of how many Lilies we can store, we'd be unable to take advantage of another strength that the two gauges would provide: having the ability to pool more damage-neutral healing at once. Where we currently can store up to 3 Lilies, the design would allow for '3 Lilies plus 2 BOTE casts', and I'd make the argument that having that versatility is not only a good thing for optimization usecases, but also gives the more casual player access to more easy-access healing tools when they need them. We'd need to have the Lily gauge extended to, at minimum, 5 Lilies, to have the same 'pool' of resources to pull from. I've also never really subscribed to the idea of 'Solace replaces Cure2 when you have a Lily' etc. as IMO it removes player agency. Few as they may be, there are times where you might want to choose to press a Cure2 instead of a Solace, to keep the Lily for a later point in the fight. And so it's for these reasons that I believe that a second gauge element would serve the design more effectively
I personally don't really notice the lack of AOE in early dungeons. I know it's a pain point for other players though. The way I see it is, stuff dies super-fast as it is, even with single targetting, as the dungeons were designed without Healer AOE in mind (and arguably, Healer damage at all). After all, we have to remember that in those dungeons, there's potential new players. Getting them to press any damage buttons at all, let alone AOE ones, is already asking a lot of them when they're just starting out. For WHM specifically, Holy is THE White Magic spell (even referred to as 'the ultimate White Magic' in some older games), so at the minimum, you'd have to be a WHM to have access to it IMO. That'd mean a minimum learn level of 30. I'll look at it and see what can be done. SCH and SGE do get access to some (limited) AOE as early as 26 with Shadowflare and Phlegma in their designs, at least, so I guess it'd make sense if WHM/AST sort of matched that (edit: Holy/Gravity moved down from 45 to 35)
Maybe at some point I'll edit the posts to include 'this is what you would have at level 100', that sounds like a good idea



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