I can't tell if this is a joke comment or not... >o>()This is why people trying to say RDM using Vercure when it's needed it's a good thing. 9/10 times they'll tell the RDM to /sit and let the wipe happen rather than try to recover from dead healers. Hell, people don't even try to recover even though PLD has Clemency! People would rather just wipe at 12% than try to pull out a win.
I'm talking about the content that furthers you in the story, the actual Main Story Quest. In the solo instances there's always NPCs that fight enemies. The people who say that we only have those spells for solo content are just wrong. FATEs, open world enemies, hunts, and leveling can also require other people, so I don't really see your point. You could say that we have the offensive spells to make the encounter go faster, but then that backs up why healer dps is important and most people should strive for it.
That mechanic only exists in that one specific dungeon, and 99% of people aren't even aware of it because it isn't explained anywhere. No other dungeon has a mechanic like that.I remember someone said they were kicking me for emote spamming instead of doing things :/ I was sad because that was the only way to remove their damage taken up debuff the gremlins (/comfort) put on them and I wanted full pulls to the end and they were pretty bad at using cooldowns
Please remember some emotes are useful and not just for show
Regardless of what Yoshi has officially said or not- I'll still be that 'mean' guy that vote kicks any and all healers in 4 man content that refuses to do anything but regen the tank and twiddle their thumbs. Always, no exceptions.
They should add more things like that though!
I want to see the return of the nanban kariginu or something similar in Stormblood.
Man... even though I end up reading a lot of Trump related news almost daily, this has got to be among the most illogical perspectives outside of that. Design is not a result. Design is synonymous with intent, in this context. Are you seriously separating the two? You seem to be literally arguing that design is a variable... that when they DESIGN a game, that means devs are leaving it up to random chance that the game even balances itself out, as though anything devs do is not intentional... like randomly slamming their face on their keyboard and claiming "I MADE A GAME!" Are you serious? I think the fact people agree with this sentiment is saying a lot about the mental state of people here.Game design was intended* to be optional. That doesn't mean it was designed to be optional. Design is a result.
And I seriously have to wonder how far out of touch Yoshi is with design concepts if his team formed such a downtime-heavy design (again, the result) under that intention.
It's not redundant to say "the result of a design", as in the result of their design of the game is that healers have the option to DPS. The result of the design of the game mandates healer DPS when players do content before the devs intend them to do it. For anyone unclear on that bolded part, I'm referring to occasions such as progression raiding, where you aren't going to wait until you are geared in new tiers (perhaps through tomes), as was intended by design. Anything before that is optional, hence why Yoshi-P repeatedly states healer DPS is never part of their expectations when it comes to clearing content.
I, as well as many others (you included, it would seem), heavily encourage the idea of healers helping to DPS, but that's pretty much where our agreements end. I see the difference between optional and mandatory in this context, whereas many others only see mandatory. Logically, I'm fairly certain my outlook is the only one not driven by some made up assumption and total denial of fact (facts which have been repeatedly stated and clarified by situation by the director/producer himself). There is "optimal" which could be mistakenly seen when one reads "optional", since there's the "opti" part, but they mean different things that still relate to this situation. Maybe that's the confusion... people don't read "optional", because they're reading it as "optimal", as though Yoshi-P and people like myself are telling others that there is no optimal way to play.
Last edited by Welsper59; 06-08-2017 at 05:12 AM.
But, they don't. The key here is to ask yourself the question. Does this encounter require ANY healing whatsoever. For any of those things listed (barring maybe S rank hunts) the answer is a firm no. Seriously that is all general content everyone can perform and in no way telling healers anything. In those cases the will use their solo intended damage spells the way they were intended... to get through solo. NPC's are 9/10 times there because of the hand holding this game does. Hell, they both tank and heal FOR you. No matter your class. lolI'm talking about the content that furthers you in the story, the actual Main Story Quest. In the solo instances there's always NPCs that fight enemies. The people who say that we only have those spells for solo content are just wrong. FATEs, open world enemies, hunts, and leveling can also require other people, so I don't really see your point. You could say that we have the offensive spells to make the encounter go faster, but then that backs up why healer dps is important and most people should strive for it.
And on that note, remember the good old beta days when solo instances actually hurt/required you to bring potions/antidotes. /sigh
Part of me does for the simple novelty of it, but then I look at it realistically and see how incredibly annoying it would get after a while. That being said, I'd be all for unique mechanics like that in Savage/Extreme content, as the whole point of those modes is to give players a higher challenge with unique mechanics.
No, you can't vote kick someone for not paying your sub.
You can vote kick them for not DPSing though, if it differs with your's and the party's playstyles.
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