Majority this, minority that.
Some of you honestly need to get new material.
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Majority this, minority that.
Some of you honestly need to get new material.
The chances of this being a success is basically zero. Until SE sees these changes impact the bottom line the current trajectory will be for the par. The only group of player base SE developers listen to is the Japanese portion of the player base and this does not seem to be even a concern to that aspect of the player base. Seeing posts were people are talking about healers being the new player friendly role does bother me.
Au contraire, the japanese players thought that the devs are listening to NA.
That argument never ceases to be hilarious.
"It's never gonna work because all the DPS players will just switch to healer."
1. No they won't, that's why we're in this mess in the first place. The Shadowbringers rework to both tanks and healers was supposed to attract the eternal one-trick DPS main to those roles, it hasn't worked, it never works. They might try a healer for an hour, or do a roulette with it and then shelve it again immediately because they're just not interested in the role.
2. Even if they by some miracle do, I'm perfectly happy with them switching to healer or tank. I get to enjoy the only role that gets any good design in this game while they're stuck on the shit roles now, sure sounds like a win to me.
More people need to get comfortable sitting at 10% hp, because next damaging mechanic is like 40 seconds away. I'll heal when needed.
I only do Savage on BLU and mostly play healer in my BLU statics.
So often times people get really antsy when they see boss starts casting raidwide, and i only start casting aoe heal that will top everyone off like midcast of said raidwide.
Ironically by having those non-healer to fill up the healer queues would simply help our cause :p
Great, go play that garbage role while we take the dps/tank's cakes. Have a taste of how horrigibly designed the role is for this game. Like it? Cool! Fill our queues then! Don't like it? Well they can add their voice and make more noises together, or wither away in silence, it doesn't matter.
It's a win/win scenario.
I personally like equilibrium, my issue is with the absurd regens put on top of the burst sustain is what I find is the issue with warrior, that combined with how strong bloodwhetting is healing wise, I can understand being against "burst healing" in a sense I think if tanks had less baseline mitigation values (such as the tank passive) Auto's would actually have room to do enough damage on the tank for there to be a reason to have a burst heal such as equilibrium. I think War should have the best Self healing (mind you heavily nerfed from current as I think we can at least both agree it's way too far), but lack any sort of team/target healing. Paladins Veil imo is fine, it's a shield and a heal on a 90s cooldown, 400 potency isn't that much but it's even weaker then a healers 400 potency, Warriors shake is sort of a issue because by the design of the ability the regen is already stronger then burst heal but warrior gets to have both the regen, burst heal ect. I don't think these cooldowns are that much of a problem if you removed the regen from warriors, if anything it makes sense for tanks to have a small form of group healing as tanks are fairly manageable with fights, while DPS you can kind of form parties around stacking dps with heals to make healers not needed. (I guess you can stack PLD's or something but its likely better to just bring a healer at that point and not lol). I think fights can much easily take into account tanks utility vs DPS.
Teamheals need to be limited, they don't need to be GCD (if they were they'd never be used and the point of team heals should be to support the healer not have a gcd DPS/Tank who is acting like a healer), Long cooldowns, very limited range (DNC for example), The Summoner's new ability feels overdone, considering Summoner already benefits from the maim and mend passive (that boosts healing by 30%) but also already has phoenix adding a heal every non standard bahamut phase feels as if this is a valid case of a job having too much aoe party heals, Monk also didn't really need healing AOE, it already had mantra. I think the availability of how more common these AOE healing skills are getting are getting way out of hand currently.
healers aren't needed for a lot of content Content like dungeons doesn't even require a tank it just requires one or the other; I think dungeons should aim for both to be important, I wouldn't be against healerless or tankless runs but I think the ideal is that the 1/1/2 split should be meta and not 3dps 1tank (or 3dps and 1 healer which is likely better DPS wise then 1/1/2). I think it says more about the fight design that one or two ogcd heals can replace healers, even removing tools from other jobs wouldn't really make healer more fun or engaging. I see the solution not as "lets remove one thing such as sustain or team healing" but reducing many working parts of the broken system and reforming certain aspects.