Quote Originally Posted by Ghishlain View Post
Why even bother playing the game if all you're trying to do is encourage the lowest common denominator with zero allowance for deviation? Where's the fun in that? I enjoy having the tools to encourage high levels of play and adaptability. Please do not take that away from me.
Isn't that what I said? Not much fun in an inflexible designs. But at the same time, if you make every role a DPS, then every dungeon run is a race to the finish instead of a collaborative effort. Games that do this are worse, because then it encourages just soloing the content through brute-force, and is no fun for anyone but the first player to do it.

Each "pull" without a tank should flatten a party in 5 seconds. Each pull without a healer should cause a wipe in 5 seconds. Each pull without any DPS should take an agonizingly long time as the tank and healer would have to slow-burn the mobs down. Anything other than than this for the "3-role" system in FFXIV is a bad dungeon design balance. If you lose the tank or healer during a pull then it really should be a wipe, every time.


Quote Originally Posted by Cynfael View Post
I assume that you mean that literally, and it is true in that sense, but in the bigger picture it's important to note that CS makes for incredibly effective healers. Unnecessary healing converted to additional damage = more efficient progress towards duty completion and fewer opportunities for bad things to happen.
Right, the DPS-WHM who enters the dungeon in CS, and never turns it off, is certainly playing poorly, especially when the SCH co-healer might have better DPS output with much less risk. But as I mentioned before, players are certainly queuing as healer and then choosing not to heal on 8-man/24-man content.

Quote Originally Posted by Cynfael View Post
You're positioning your own assumptions as fact again. Unless you can page Yoshida over here or else find a quote that says something to the effect of "Despite having given healers (and off-tanks, for that matter) abilities to increase their damage, it never, ever occurred to us that players would want to use them to complete duties more quickly," you can't credibly throw out statements about "how dungeons were designed" or "what the developers intended."
That's exactly what is being said.
http://www.bluegartr.com/threads/125...-Event-5-19%29
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.
The dungeons are designed against the DPS output at the minimum ilevel minus 15% to clear it. Up until this interview was posted, there was some posters who were adamant that healer DPS was required to get past all DPS checks regardless of gear. NO. Only if the DPS is being carried by the healer. If everyone is overgeared, the added DPS from the healer shaves a few seconds off a clear. If the Healer is geared better than the DPS to a point that the dungeon can't be cleared without their DPS output, then the DPS just plain are terrible at their job.


Quote Originally Posted by Cynfael View Post
*blink* What? I think this is the first time I've ever seen anyone admit to being annoyed that their dungeon runs or add phases were taking less time due to Holy use. Holy is a useless spell for boss fights (except the odd fight with lots of adds), and everyone wants to clear trash faster anyway, so what's the issue? You also can't really compare WHM AoE to, say, MNK AoE. If you compare it to that of a strong AoE DPS Job like BLM, the BLM will pull ahead for several reasons (e.g. Holy having a hefty MP cost, the WHM lacking sufficient MP sustain to keep it up perpetually, the BLM having enormous potency during AF phase, and the WHM occasionally having things to do like, say, healing).
You know which bosses are good for Holy? The MSQ because they have lots of adds. Outside of those, I can't think of one where all the adds dogpile onto the healer.

Quote Originally Posted by Cynfael View Post
Given that the majority of DPS players don't even approach their damage potential in any situation right now, no thank you. If more players really tried to improve and to play well, we wouldn't even be discussing this right now. An excellent healer can and will out-damage a poor DPS in most any situation, but the same can be said of a tank vs. DPS, especially the OT.
If there was a way to implicitly queue for DPS using a Tank or Healer, with a permanent stance-lock, we wouldn't even be having this discussion because then those that don't want to MT or don't want to Heal can just DPS and quit taking up the "fast queue" , it's bad enough that there aren't enough players who want to play the roles.

I'm actually surprised SE doesn't have dungeon mechanics that specifically target one healer in a way that would make "fast queue"'ers think twice. Like imagine a mechanic that causes all players to drop to 1hp and if both healers don't use their party healing in the next 5 second the entire party wipes.