Quote Originally Posted by Daudream View Post
But onto something worth while....

This is actually a fun idea, anything that brings back water to WHM is gold in my book, also must say a lot of your ideas for healers resonate with me whenever I see you post them. Because the one thing that would help the role a lot is more and varied DPS rotations to make the jobs feel distinguished from one another as well as more fun in solo content like MSQ duties but also in healing downtime, I also also will voice my appreciation on you taking time to try and make these ideas not overburden lower skill/newer healers as well.
Thank you for reading! IMO, one of the biggest priorities in potential adjustments/reworks, is to make sure that, even with added complexity to optionally interact with, the base kit is reliable and simple, such that a newer/less-practiced player can fall back on something that they know will do the healing job. By doing so, it gives said player more confidence in trying to stray outside of the tried-and-tested comfort zone they're used to, and experiment with more of their kit. And hey, even if they decide they want to stay in the comfort zone and not experiement, the potency balancing on things can be tuned such that doing so is less costly to their damage (compared to currently)