Quote:
Originally Posted by
Sida
Reason why having forced to choose is considered a bad thing when no one else is that when you can choose one good choice, you are equally forced to take the bad choise. This would be awesome if healer could go just totally damage dealer, or totally healer but as we all know that is not the case expect maybe in very limited static situations.
Whatever the healer has chosen they have shot them on their leg for the other half of their job. While both, dmg and tank can benefit from their melds 100% of the time, a healer who goes all accuracy only benefits from their melds when they damage, which is not whole fight. Or healer who goes with stats that benefit their healing hardly hit anything when it's their time to do damage. Also only benefitting from their choise only part of the time. Or if they meld half and half, they still only benefit o ly partially on both accounts.
That is why dmg and tanks have it better. They are not required to gimp other half of their job (since dmg don't have other half of their job, and even OT tanks benefit from dmg stats) which is the case for every healer since that role has dual expectations that require different stats. As soon as tanks start requiring wildly different stats for their dual expectation, and dmg actually get dual expectations, we can start seeing it fair that choise has to be made.
I will disagree with your train of thought on the premise that our expectations are different and therefore we see the melding situation differently.
Quote:
Yoshida: Yes. Since all DPS jobs will be increasing up through level 60, it makes sense to have the white mage's DPS extend by a proportional amount as well. For development, such as with Bahamut's Coils, the development team assumes what the item level should be for general equipment on players when they clear a raid. They sum up the basic DPS for four DPS and tanks at that assumed item level and cut that by about 10-15% for the minimum clear DPS. Healer DPS is not taken into account when this is set.
Certainly for people who are at world's first level, their goal is to clear it at as low an item level as possible, lower than the one assumed during development. So if you look at the fight and figure out that if it's not numerically possible to clear with four DPS and tanks, you'll need to make up the gap with DPS from healers. Then when those publish clear videos and other people see the healers DPSing, they might think that healers need to be DPSing even though its a situation that only arose because their clear would have otherwise been impossible. While we could take this into account, and assume a different item level in the next update which would then make it impossible to clear even with the healer DPS, we'd eliminate this type of play for highly skilled players who use communication, items, and a high level of understanding to come up with those last second clears. That would be a tough decision to make, so I still think it should be up to each party's own plans.
This is also one of the reasons we decided to implement both a normal and savage version of Alexander. Once again, healer DPS was not included in the development team's calculation as it was for other jobs, so you should just think of healer DPS as a last way to get your overall party's DPS up to where it needs to be.
And
Quote:
Let's get right into it - we've seen many posts from readers relating to end-game content. When you go through development, how do you decide how to set the difficulty? For example, the amount of DPS required for each particular content.
Yoshida: When we make battle content, first we determine a minimum assumed item level required to clear. Then, we determine the total amount of party damage required to clear, taking a minimal amount of damage from tanks and healers into account during this calculation.
What do you mean by minimal?
Yoshida: Basically it's the damage from tank auto-attacks and the basic skill rotation used in order to maintain hate. We add this to the party damage needed. However, we often use zero in the calculation for damage required from healers. In other words, we only take into account the amount of damage necessary to perform as a tank or a healer and we don't take them into account as actively participating in attacking. For the clear assumption on DPS, we calculate the 100% value for the item level and we reduce that by 10 to 15 percent for the amount required to clear.
Based on the above and until potentially corrected at a future date, I feel the logic for my expectations are sound.