they market it as a "trinity" based game... they just forgot that trinity means.. 3 parts....
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Not entirely from HoTs. The first tick still generates enmity. The rest don't.
I'm still confused why the change is needed. If a healer was getting enmity, they just needed to stick like glue to the tank. Tank AoEs when the trash is in range and the healer is free to back off. Even better if the tank was GNB, they could use Aurora and it wouldn't matter what the healer was doing.
The best players in the world are always going to be capable of doing things that the other 95% of players can't.
I do not get why anyone feels threatened by this.
Those 3 parts are still valid and needed for the majority of the player base. Seems like you've forgotten that.
I'm not underplaying what they've done. They're obviously strong players and the work put into mathing out the potency is impressive.
That being said, the fights are scripted, anyone who can do the mechanics can simply look at what they did and adjust their mit plan to match.
We bring up these clears because they shows how skewed our kits are towards healing we don't need and the better our team plays the less we're needed.
If you're trying to be as optimal as possible. The best thing you can do as a healer is switch roles.
I don't get why anyone refuses to see this as our proof that healing requirements are so abysmally low that it is a problem.
Ah yes. The hardest content in the game second only to Ultimate can be cleared without a single healing GCD.
You can make an argument about dungeons and EXs but under no circumstances should Savage and Ultimate be cleared without a healer while current.
Im personally annoyed by it because it shows a double standard more than anything.
ARR Wholeater SMN Titan tank, instantly patched not even a week did that last, P8S PLD suffering fully reworked next patch. If theres ever any balance issues with a Tank being unable to play or tanks being excluded CBU3 is instantly on that to fix, TOP healerless clear was in the same patch it was released yet there were zero buffs to outgoing damage to make healers necessary to clear. Even if a PLD has to heal bot the fact it can do that and clear the encounter shows that the trinty designed is imbalanced because the hardest content was able to be cleared without healers, you just know that if TOP was able to be cleared without any tanks they would rework the encounter next patch to make this impossible.
If you prepare a group for no-healer then maybe, but your random DF does require a healer. The tank may not be WAR/PLD, DPS may not have heals/sustain or rez, and it may not play to a level where bosses and trash die ASAP.
Also, I'm not sure if going with a full-on healing approach is the right solution. It would be a 360 change for the game. When should it happen? At level 100? at the start (so go rework all content)? Then reactive healing would start hitting the GCD limit, and the design could start moving more stuff oGCD. In WoW normal and HC dungeons which you do on expansion launch have healing requirements of Sastasha usually. M+ where people then go actually has the proper gameplay but also the healer is a key part of a successful clear so healers are graded and people want only the best healers next to the best tank and DPS. So FF14 the only thing can do is make healers play differently in Savage and Ultimate while DF content would be much much lower level ;) Or implement combat log, parsing, Raider IO Score, and set the minimal score you want in your parties :P
It's cus other roles don't have sacrificeless heals besides clemency. Normally in MMOs with a trinity system it's balanced around healers having sacrificeless heals or way stronger healers than other roles that have them in ff14 that's just not the case with a lot of DPS and Tanks, I can only really think of clemency and vercure and even with vercure you can use it to get an instant cast attack so it's not that sacrificeless.