I miss when tankswaps were done because "I'm out of CDs" and not "The boss has applied a vuln on me and I shall perish on the next hit".
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Swiftcast-Holy is very useful here. Will save more damage on those "I don't mit" tanks you get than a cure 2.
There is no contradiction here. A healer's DPS not being needed doesn't contradict with his comment on downtime and healers having time to dps.
I think the point is they want healer damage simple, because that way they can focus on health bars (heaven forbid they also have status effects more regularly too - maybe we will with the Esuna questline), mechanics, and not also be looking for RNG procs or complicated rotations a DPS has. This would probably result in too many average players just completely failing at their actual purpose - healing.
He didn't say they were only meant to heal. He said their DPS isn't needed. Those are two different statements. Also Healers still need to be able to solo quest, and it's something to cast during downtime. It's not that confusing.
Might as well just say new players can are not competent enough to heal & dps at the same time. This is very insulting.Quote:
Yoshi P. - That being said I don’t think we would do any sort of dramatic addition of offensive skills moving forward. By having these offensive abilities some players, like new healers, might feel pressured like “oh do I have to have good DPS while I’m healing?” or some players might be aggressive like “oh hey you have an offensive skill in your kit, why don’t you use it?” and I don’t think that’s optimal either.
Not to be rude, but if someone is playing a healer and gets distracted from healing and someone dies, that is a pure, unfiltered skill issue on the part of the player. It's not something a developer needs to design around, they don't design DPS around a player's total failure to do damage, after all.
The point I'm making is that Yoshi P himself claims that doing damage is entirely optional and not required at all (this isn't true in all cases, but let's take what he says as fact). So if healers are not required to engage with the damage kit, then why does it need to be made easy to engage with? It doesn't make a lot of sense.
I mean, if you listen to the forums the average player is so dumb they’d drown in the middle of the desert. I don’t think heavily restricting the entire healer role based on this supposition is a very reasonable reaction lol.
And I mean it’s not like healers are suddenly paying complete attention to ‘healing’ anyway, most of them largely ignore it as much as possible and hyperfocus on spamming their one dps button, then wait like 80 seconds to Raise you when they’re at full MP lol (gotta get the extra deeps). Bad players will always be bad no matter how the game is designed
Tbh this makes sense to me. Healers aren’t (generally) required to engage with their damage, but how often do people actually play the way the devs expect them to? There’s always been pressure/expectations* from other players on healers to DPS in every expansion; their answer to this is to make healer kits as accessible as humanly possible so they can more easily meet the ‘player expectations’. Like, you can get away with not doing dps as a healer mechanically (again, in general content lol), , but people will make posts on the forums/reddit about how awful it was their healer didn’t do XYZ lol
Edit*: not saying these expectations were unreasonable or counter to game design just that they do/did exist and weren’t the same as the ‘devs expectations’
You don't actually need to be all that close. One of the quirks of Holy compared to other AOEs on Healers is that it's 8y radius instead of the usual 5y. It doesn't sound like a lot, 'oh wow a whole 3y' I know, but it allows you to be a lot further out of harm's way (or more accurately, gives you more leniency in where you can stand to dodge the Orange AOEs and still be in range to Holyspam)