I missed this before, but in general I haven't seen wipes repeat excessively. It is always possible that you will run into a party that simply can't clear, but that is astronomically unlucky. Resetting the fight is more likely to save time over the course of many dungeon runs. And looking beyond time as the only factor, it's going to be more fun for the other players.
The bar for tank solos isn't very high. Rather than showing if a player is good, it shows whether or not they are making serious mistakes. A tank in many cases has to mess up badly or intentionally die to lose to a boss. If that's the case, the healing ability of healers doesn't really contribute anything and that is when people start to regret playing a healer. They're limited to their extremely simple DPS rotations and don't get to use their interesting abilities. It's as if the game is fighting against how it's supposed to work.
This is true, but at least in that case dead party members can be revived. That helps with both the time to kill the boss and the boredom of being a spectator.
I'm not against blurring the lines between roles, but I think that would take more work to get right in FF14 than rebalancing the workload between roles in the game as it currently is. I don't see reducing tank healing as pruning either. They won't lose anything except for near immortality in casual content. If anything it's a gain for tanks because their mitigation becomes more important. There are times when I don't even use my defense CD's on tanks because my HP bar is barely being dented. This is on PLD too, not WAR.Quote:
A trinity doesn't have to be a hard rule. Roles can hybridize a little. Tanks heal and DPS. Healers DPS and mitigate (do re remove healer mit because they infringe on tanks?). DPS mitigate and self heal (SMN and RDM can group heal)
Stripping down jobs further isn't the answer here. Jobs are already over-pruned. We need to pressure groups enough that these hybridized tools aren't enough to coast by on.
Increasing incoming damage would help. The current state of content is part of the problem, but the roles need to have their own niches to fill if they're going to exist at all. There are different ways to do that but SE isn't likely to go for drastic change, so something simple like reducing tank healing is a more realistic fix.
Healers dealing DPS doesn't invalidate the rest of the party. They shouldn't be outDPSing the DPS at high level, but that has an obvious fix, which is to reduce their DPS.
Healing as little as possible is optimization, not a healer design goal. It only applies to GCD's anyway. OGCD healing doesn't get in the way of damage. If a healer presses an OGCD at every possible weave spot, they lose zero DPS. Tank sustain doesn't even benefit healers because they already don't have to stop DPSing to keep the tank alive.
Healers should be forced to heal. That's the entire reason for existing. It's the draw of the role. Being forced to heal doesn't mean pressing Cure II constantly, it means that damage to the party is enough to make a healer required and to keep that healer thinking and engaged.Quote:
As it is Tanks are completely fine. Healers are just terrible to play if you are forced to heal.
