The game is about killing bosses. You're not gonna heal things to death, so doing damage is the only way and this will never change.
If you don't want to do damage you probably should play a different genre.


The game is about killing bosses. You're not gonna heal things to death, so doing damage is the only way and this will never change.
If you don't want to do damage you probably should play a different genre.


So in reality the tanks/healers actually have 2 jobs to do and the DPS classes only one job to do? No wonder there are more DPS class players, taking the easy way out.
Actually that is what kind of happens, healers keep the tank alive, tanks keep the DPS and everyone else from taking damage, and then in turn can kill the boss. I think a lot of people forgot how the party system works
Last edited by Eye_Gore; 08-05-2015 at 04:55 AM.


Not going to lie, I'm one of them.
While I prefer to ONLY heal or ONLY tank, I get my balls busted for not going leric or Sword Oath, I'd rather just be a quiet DPS (NIN, meaning people don't really pay me any attention).
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Indeed, you're there to kill bosses, and you do that by getting them to 0hp in most cases. You do that by dealing damage.
That's not to say that other actions aren't important, but the ultimate goal is the boss dying, and everyone can do some amount of damage, so yes...damage will be a very common aspect of the raiding process.


Well, Square-Enix should have did it like DC Universe has it; everyone is a DPS primary but your POWER determines your secondary role. So a Sorcery player is a DPS by default but a healer in his secondary role. This allows the Sorcery healer to be able to spec into being some DPS points.Indeed, you're there to kill bosses, and you do that by getting them to 0hp in most cases. You do that by dealing damage.
That's not to say that other actions aren't important, but the ultimate goal is the boss dying, and everyone can do some amount of damage, so yes...damage will be a very common aspect of the raiding process.
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Technically wrong, or, rather, incomplete.
The game is about killing bosses fast.
If there wasn't so much DPS check, we could try a lot of different party setups.
Look at Alex Savage. Every feedback we see is "Big DPS check".
Apparently, the mechanics are almost the same, although they deal more damage, and the bosses have more HP.
It means that when everyone will drown under i200 gear (or higher, comes 3.2), Alex Savage will be a joke. I'm sure people will eventually clear the first floors of Alex Savage before learning how to properly manage Turn 9.
Last edited by Reynhart; 08-06-2015 at 09:34 PM.

Well, there's some MMO design history in play there.
Way back when, raids in MMOs had tanking and healing checks, but no DPS checks. As long as people lived, the boss would go down eventually. This led to some degenerate strategies like "just bring a ton of healers to trivialize the fights" and it also made DPS boing since you really had no performance incentives. (Not to mention that it caused a lot of role elitism, because everyone saw DPS classes as being unimportant and not needing to perform.)
So designers started to place DPS checks - similar to the tanking and healing checks - into fights so that the DPS roles were not only needed, but actually had to perform well.
The design intent isn't to force you into "speedrunning raids" but rather to place value on - and require performance from - all three roles.
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