You’ll regret angering the healer overlords.
Ok real talk is this guy for real? I thought he was trolling lol.
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Well, this would be true if the games balancing was done properly. Unfortunately it is not.
Parties where tank and DPS outgear the content can self-heal with their skills and pots for long enough to kill some of the simpler bosses without a healer (at least if the healer was alive for a bit till the first mechanic hit). Then there is the fact that tank and healer both deal good DPS (a good warrior WILL outdamage a poor DPS, at low levels an average warrior will outdamage even good DPS of some classes), so the DPS are there only to make the run faster, not possible. Healers right now have so much mana regeneration, that them running out is most likely going to be due to them wasting it, not due to them genuinely needing it (or not using the mana regeneration skills properly). And DPS are most certainly capable of tanking many of the dungeon mobs and bosses so long as the healer is good enough and focuses on healing.
Recently I soloed the Chimera boss in Cutters Cry on bard with a mix of gear you could assume of a person just leveling. I most certainly wasn't overgeared and it was synced, so level was proper for the dungeon too. The party died with it at about 80% and from then on, I just kited it and used pot (with its long cooldown) to heal.
Also recently two red mages (one of which me), tank and a monk were left with Ravana (story version) at about 25%. Monk died a few percent down the line. The other red mage apparently didn't have mana-restoration buff or misused it cause he ended up dry around somewhere between 10% and 15%. I kept the tank alive and dealt damage in-between as necessary long enough so that we could finish Ravana. We wouldn't be able to push for longer since I was almost dry myself by then, the other red mage died to AoE (I had no mana to spare healing a dry red mage) and tank was near-death...but we won.
Some time ago I did duo the boss of Aetherochemical Research facility. A scholar and summoner. A pull started by accident got the other DPS and tank locked out, but we managed to finish it. Took a while, but there was no point in which either of us had mana issues or was really in danger.
There are often times that the healer dies in the middle of the boss fight due to the first instance of the mechanic (some healers have a bad habit of healing instead of going for cover...or just don't know the mechanics), with the rest of the group taking the boss from 60%-80% down to zero.
So yes, all three jobs are relevant and very much desired. All of them influence the run considerably. However...the game is tuned towards poor gameplay to the point that good gameplay can make a job "optional" instead of "mandatory". The healers are the ones with most impact...the DPS (except bard/machinist on a boss without unavoidable ranged attacks) the least.
I Pug all the time in this game and in WoW. We live at time filled with snowflakes.... its not nearly as bad as people complain about on forums.
You know, I'll say this - as bad as the FFXIV community can be at times, as bad as it is relative to FFXI (and IMO it's significantly worse), it's nowhere in the same realm as WoW, the long-running MMO champ. WoW's community drove me away from the community quite quickly; I started a free trial, I started wandering with a few friends, I turned off chat filters in the Barrens and... yup, that was it. No more WoW for me. It read like a 4chan board.
That said, I think 'good' and 'bad' aren't great terms to apply. On some level, they work, but a lot of times people's complaints stem from a community simply being diverse. One advantage older MMOs had, for instance, is that gaming wasn't a mainstream hobby yet. The people who played 'first-generation' MMOs were overwhelmingly gamers, which helped to cover up a lot of the strain that's visible now within FFXIV. Until - and unless - SE wants to be more selective about who they cater to, the community friction will likely only worsen.
Reading the first page or two, I can see why dungeons are far more streamlined and hardly branch out... no sense of adventure. People get upset enough dungeons become bland and stale. Just mass pull tanking only. No wonder people leave ARR dungeons at the beginning of DF.
I liked optional trash rooms, it's extra exp, why do people have this rush mentality? Gotta be a NA thing, and I should know I live here lol.
Lol I pug everything including savage....I have not run into these so called extremes that people complain about..Some bads here and there but nothing crazy or 40min dungeon worthy