I yelled an emphatic "YES" at my screen after having read this. Boneheaded people will continue to be needless contrarians with no real points to the contrary just so they can defend SE. Irritating.
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Then he needs to take a hard look at the state of the game now because the issue has only gotten worse with time.
While I think Yoshi is a genius in all manner of design and project management, I think he struggles to properly design healing/tanking while trying to get to everything else. I wish he would realize he needs dedicated staffing for the healing and tanking roles.
The worst part about it is imo that Tanking isnt traditionally seen as a DPS job yet they had no issues whatsoever overhauling the tank materia in a less undesireable stat, overhaul enmity mechanics and remove the Damage penalty on tanking stances in order to allow tanks to DPS and Defend. In fact if you look at their mitigation skills they are largely the same. What makes these tanks truly unique from another is the DPS rotation.
Why cant healers have that? AST, SCH and SGE are already perfectly positioned to rely solely on their OGCD's during fights, but the DPS rotations are literally identical between the jobs.
Not to mention YoshiP's argument is flawed. A poor performing healer is already being scolded at despite only having 2 buttons to press. I had a boosted WHM cohealer in Titania recently (not EX mind you) and we lost the DPS check, despite being overgeared, because they did nothing but Cure I spamming the entire time. They didnt even use Lucid so they went OOM as well.
This entire notion that Healing role should be designed around the weakest players is just silly in general imo. Maybe if the game had a better tutorial system, esp for boosted players, maybe there wouldnt be so many poor performing healers running around. Maybe Tanking would be more popular due to not having anxiety over if your healer is paying attention or not. Just some food for thought.
They really need to just design healers to be DPS jobs with healing/mitigation skills
Give them a rotation comparable to a tank's rotation, shift all but 1 or 2 healing skills into the ogcd (We'll probably still need a spammable single target for wall to wall pulls) and make the few healing skills they have count (Stronger barriers, higher mitigation, amazing regen, longer lasting effects, etc)
100% this. In another thread discussing reworked LB, I explain that tanks should consume 1 bar, DPS 2, and healer 3. Healer is the most attentive chore between the 3 roles. It’s demand shows how valuable it is even to queue a dungeon. Healing is not for the weakest players and should not be catered to. Of all roles, the only time I’ve had a party member drop of their own volition was the healer because they understood they just didn’t cut it.. If anything tanking is for the weakest player, despite the reservations a newbie may have about leading the party. Run in, touch everything, and survive at the mercy of a healer is all a tank needs to understand in a dungeon at minimum. Nobody is even asking they do DPS optimally either- that’s the DPS’s job.
Maybe it should. Didn't Yoshida double down on 3.x healer style not coming back? He called us out on what we wanted and said they like something that amounts to (my words not his) a design for people who don't like the combat system. It would be better that every fight be viable without healers. There is no need to let glare magery inflict its sorriness on two people out of eight.
(yeah my static died over this, I remain bitter)
The majority of these self-healing changes are there for beginner tanks who can't tolerate being at less than 70% HP before they start throwing things and shouting at the screen. It's not even skilled self-healing, where you press a button in a timed fashion to reverse X% of a big damage spike. It's like PLD and WAR have that cover-based shooter regen where they tick back to full health if they're not dead for a few seconds. It's terrible design for a trinity-based game, where you're supposed to depend on teamwork to win.