Yeh, slight problem with that: Saying something like that also gets thrown out by the whiteknights. People have been saying since Endwalker that Tanks have been too strong in their selfhealing capabilities, and that it's encroaching on the other facets of the Trinity (mainly the Healer side). Lots of WARs have stopped by to mention that they are having fun being strong, and that whatever solution SE comes up with for Healers, it must NOT affect WAR in any way, as that'd detract from their fun. This, of course, conveniently ignores the facts that A: their fun (being an unkillable selfhealing machine) is predicated on the Healer not having fun (because the job of 'keep Tank alive' has been taken from that Healer and given to the Tank), and B: that the WAR's current source of fun (being an unkillable selfhealing machine) was not originally a part of WAR's fun profile in previous expansions
Back to the matter at hand, though: Players can suggest the most incredible ideas. The devs are only one team, and their ideas might end up getting into a bit of an echo-chamber of self-convincing, when they're the only people who are listening to themselves about Job Design (especially for Healers, given that there's no dedicated Healer designer on the team). But that's the problem: for some players, SE can do no wrong. The designs that SE comes up with, are the only way that said Job could have been designed. There could be an idea for a WHM Job design that inspires world peace in the real world, and each use of Benediction cures one person IRL of Cancer. There'd still be whiteknights on the forums, saying 'no this is a terrible design', because it's not from the minds at SE
To the example above, with the Tanks: SE has designed Bloodwhetting. They then, instead of addressing it being ridiculous in dungeons, left it as it was for 2+ years. As such, WARs now believe that the selfhealing power it provides is their 'normal', a part of the 'WAR identity'. So now, because it's been that way for a while, it can't be changed without massive pushback. People will not be able to see a different vision for WAR design, beyond what SE have ascribed to it (that being, press Fell Cleave and selfheal a lot). That's kinda fine, for a job like WAR, because for the most part, most people who are playing WAR, enjoy WAR. Some, like me, preferred an older version such as 4.1 WAR (the best WAR, fight me), but since I don't like current WAR, I simply don't play it.
Let's contrast though: Healers, specifically WHM. There's a lot of discussion around WHM being a little... lacking, in terms of what it can offer the party compared to an AST. It has HPS throughput, sure, but after the HPS requirements of the fight are met, it has much less it can offer compared to AST. AST has two sources of raidwide mitigation (CU/Sun Sign), WHM has one. WHM's Divine Aura can be applied once, AST can re-apply Neutral Sect multiple times in the duration. As such, when a Mit check (the bread and butter of testing a Healer's skill in this game) comes along, WHM comes up lacking compared to AST, and this lack of 'versatility' means that the cohealer loses part of their versatility, to patch the hole that AST could have patched with a CU.
But coming full circle, this is the issue: WHM has less mitigation. It lost Stoneskin2 and Protect for various reasons. For years, SE has tried to paint it into this corner of 'its a Pure Healer', and so now, a lot of players think that it cannot have readily accessible mitigations such as Stoneskin, because 'its a Pure Healer'. What SE has designed the job to be, is the only way it 'can' be, for some players. And the same applies with all of the Healers, and their damage kits: now that we've had the 'one nuke one DOT' design for the damage kits of Healers for 5+ years, there's loud pushback from some players, against ANY attempt to suggest that 'hey could we maybe have one more damage button to press'.
An example I like to use is this: 'on WHM, reduce Dia to 12s duration, and add Water as a 15s CD GCD'. Even those two changes, small as they are, cross the line for some players



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