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Originally Posted by
Ririta
Heavensward was notorious for excluding certain jobs for Alex, first it was astrologians and then white mages after they overbuffed astrologians. They specifically said that they wouldn't be adding a new healer in Stormblood because they wanted to fix healer balance first, and then they came with this design that we have now in Shadowbringers.
ASTs were excluded in early HW because they barely functioned as a healer. And this wasn’t even at just a Savage level. I had non-raider friends tell me people would leave dungeons if they saw that their healer was an AST. One even said she got kicked a couple times for being one. It had nothing to do with raider complaints and everything to do with AST being borderline unplayable and unfunctional as a healer.
Healer balance still doesn’t exist (at least between WHM and AST), and a lot of that has to deal with the design philosophy the development team cling to regarding WHM. Giving it a buff to compete with AST back when AST had the old card system would have closed that discrepancy a lot more, since WHM had no answer to Balance. Now, it’s WHM has no answer to the myriad of tools in AST’s kit because they want to push the Lily system that hard. And it also has horrible MP economy due to the Thin Air changes.
Reading any healer balance discussion would show you raiders advocate more often than not for the healers to be balanced. And none of those discussions involved stripping them of the multiple DoTs and giving them 1 nuke + 1 DoT. When jobs get dumbed down, it’s usually always because “some players found X thing too difficult, so we removed it”. Or “the gap between skilled players and not-skilled players was too large, so we lessened it”.
As for other jobs, that was 100% the fault of the development team. They were the ones who kept repeatedly buffing BRD and MCH in HW until they ousted casters in Creator due to simply being broken. It also didn’t help that they outright admitted they never balanced either around the fact that piercing resistance down gave them +10%—later +5% in SB.
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None of this mattered in any content outside of Savage, them throwing their hands into the air and balancing healers around two spells, being clones of one another, doesn't means they're pandering to casuals. It means that it's exactly as I said, they're designing the game around raiding first.
Please see above. Also job simplification for ALL roles has been to close the skill floor and skill ceiling. The developers have gone on record saying this. And it’s not because of raiders. They literally removed DoTs and buffs like Straight Shot and Heavy Thrust because players complained it was too difficult to keep those buffs up. Again—that wasn’t the raiders complaining.
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Regardless of you considering it fun or not (that's subjective, personally I liked having to only focus on mechanics for some moments), it is a fact that uptime is the most important thing they consider now and thus, greatly limits what kinds of mechanics they can add to the bosses. Mechanics like the examples I gave are almost gone from the game.
Except you aren’t acknowledging the myriad of forced downtime mechanics still prevalent in fights since HW. All three Ultimates have them—you know, content explicitly designed for the hardcore. Raiders come up with uptime strats but depending on your data center’s PF, they aren’t the norm unless explicitly stated. That’s not proof the developers cater fights with uptime in mind. If they did, there would be zero forced downtime mechanics—yet, they still exist. And “uptime strats” would have no reason to exist because uptime would already be guaranteed.
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Outside of being thrown out of the stage and being unable to be raised, I've never seen anybody complain that Leviathan dived. As for mechanics like the Gobwalker and offloading that work to healers and tanks, you vastly over estimate how much the common player in DF optimizes their gameplay to maximize group DPS. Sure it's the best way that raiders will certainly do, but most groups won't.
Yeah, they got rid of perma-death in fights because people complained it was “unfair”—and a lot of those complaints came from non-raiders. A2S in and of itself was nothing more than Trash the Fight a la T4. Not a very well-designed fight and I’ve heard even casual raiders complain about it. Kind of boring to be sitting in a mount not pressing your buttons for a fight, wouldn’t you think? The fact that no other fight like it has been made probably stems for way more than “whiny raiders complained”. Such as “this encounter design is actually quite bad”.
And you’re underestimating casuals with the rest of this. It wouldn’t be just the hardcores that would shove their healer in a Gobwalker. O6S Typhon was a healer mechanic, and no sane group was throwing their DPS in there to blow the Easterlilies out of the way. Especially not in Gordias where damage was way too important to clearing because the developers didn’t tune the fights properly.
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And if a mechanic doesn't exist in savage or extreme, it sure as hell won't in normal mode, thus, it's (almost) dead. Yet another less possibility for OP's desires.
Incorrect. Exdeath’s normal mode Doom mechanic that requires Esuna says hello. That’s not in Savage. Omega’s Duty Action isn’t in O11S—you don’t destroy fists or charge up for his Delta Attack: you simply dodge (or have 4 players getting punched by the fists) or tank LB3. It might be less common to find Normal Mode mechanics that don’t exist in a more extreme form in EXs and Savage, but they do exist.
Mechanics are taken out of Normal modes because most players that prefer to play at the casual level—or players in the lowest common denominator group, keep in mind I am taking about two separate groups of “casual” here—would whine that they were too hard. Again, they already do that with MSQ trials and most Alliance Raids. I have no faith in regular DF being able to do things like Limit Cut in A11N (they already struggled with Optical Sight), Electric Slide in O12N, Tsunami or Black Smokers in E3N. And most players would probably complain those mechanics were too hard to belong in a normal mode anyways.
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If bribing players into certain content takes precedence over everything else, then it proves what I said, right? (nevermind the implications for the content's quality if it relies on bribery to get people to play it).
No. It just proves that the content is poorly designed. Has nothing to do with “the developers catered it towards the hardcore crowd so we need to bribe the casuals to jump in here somehow…” and has everything to do with “if we don’t put a shiny carrot in here, people probably won’t do the content…”. See: Eureka and Bozja. Without the relic in both, I highly doubt participation would have been that high. But they threw the relic into both—something that all players like to do, not just raiders—to incentivize it.
Meanwhile, I do think it’s worth pointing out that a lot of raiders do the Ultimates beyond getting their weapon tokens because they simply enjoy the fights. And don’t care nearly as much about the rewards as people want to believe most Ultimate raiders do.
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Either way, in that case, Coil wasn't even invalidated. I still geared up twice as fast as somebody who didn't do it even if my group couldn't clear Turn 5 yet. It's not like anybody was better off not doing the content (this also counts for the extremes that dropped i90 acc), but just the thought of some casual doing Pharos Sirius and getting i90 riled up some feathers and SE rushed to coddle them over everybody else.
And on the other hand, the lowest common denominator player feathers get riled up anytime an end-of-the-expansion boss isn’t Thordan normal mode levels of easy, and rush to the forums or other social media sites to complain that the game is getting too hard, that “Savage-level mechanics” have no place in the MSQ, that they play the game for fun and it shouldn’t be walling them, etc..
You are so busy focusing on the few instances where raiders were given something because they had complaints that you’re ignoring all the instances where non-raiders complained just as loudly about something else. The only difference was that content nerfs weren’t given to the latter group because there’s no reason to nerf the content they wanted nerfed. It wasn’t hard, it just required them to pay attention and push buttons.
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On the whole relic being outclassed thing, nobody would have cared if relic wasn't such a massive grind, which was in itself a product of people complaining about +1 being i90 just like Allagan weapons.
And these complaints about relics also come from the non-raiding side. You can’t cherry-pick and choose to present only “the raiders complained” when non-raiders have complained about relics being outclassed as well.