Yeah just giving each other everybody's toys is a bit weird. More so because I always thought healers are double-split, WHM+AST vs SCH+SGE as regen vs shield healers and further WHM+SGE vs AST+SCH as output vs utility healers.
But of course they gave WHM the same extra 10% damage reduction AST had, which erodes the utility-spect a little bit. Sure, supposedly for good reason, but that just indicates to me that the numerical balance is off, WHM ought to offset the slightly higher damage intake, and that ought to not kill people regardless (meaning that actually AST offsets their lower output by reducing incoming damage a little bit!).
Of course, I'm also not against everyone having the same shared tool, so long as it is implemented differently. A system vastly underutilized in the current game. For example, right now each healer has a %-DR. It superficially is done differently, but sadly this matters too little:
* WHM's is on a healing-taken-increase CD. This would be interesting design if raw healing was more useful, so I'll let that pass. Separate and global issue kinda. Still, it's a bit of a weird 1-2-strike implementation.
* AST's is on a bubble you can hold. Yet they made it so that the effect isn't dependent on the bubble being held, which utterly trashed this implementation conceptually and made it rubbish.
* SCH's is cast by the pet. If the pet were AT ALL relevant as a design, this'd be great. It isn't, so this isn't great design, rather it's trash design.
* SGE just has a straight up %-DR (multiple in fact but so do other healers, comparing the simple ones here). That's fine, one class gets to have the simple version. The extra HoT is overkill of the usual "Oh I wonder why nobody GCD-heals after we added 6 quintillion oGCD heals and HoTs to everyone, what a conundrum"-type of mistakes first-ever-newbies-from-college class designers make.
There is a hint of good design in there. For four healers, one can have the DR conflict with something they'd want to use separately of the DR but cannot. One has to commit extra time. One is dependend on an external resource. And one just gets it straight up (but either weakest or its compensated in other abilities). The implementations are super bad however.
This is part of the stuff I am excited for EC to just cut. This design is so bad, I don't want them to try iteratively salvage/improve it. MMORPG class design improves from repeated full-reworks and full-reimplementations, kicking the design out of local dead ends and figuring out whether plateaus of design space were truly the top plateau or just a local one.


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