Lodi summed it up pretty well.
Too much scripted damage output, which leads to:
Not enough to heal. And a
Simple damage rotation which doesn't make up for it.
Lodi summed it up pretty well.
Too much scripted damage output, which leads to:
Not enough to heal. And a
Simple damage rotation which doesn't make up for it.
Which unless they change the 2.5 gcd it will be hard to implement consecutive spike aoe damage. I was thinking something along the lines of more mechanic that deals consistent aoe damage to the raid, ones that will oom healer unless they use all their skills properly. I do believe healers heal skills are generally decently designed, so if they refuse to improve dps rotation because they don't want healer to do 2 roles at once, then at least make healong harder/more interesting




Pretty much this.
SE wants us to heal more but won't increase incoming damage enough to do it because the casual playerbase can't handle anything remotely difficult. See: Steps of Faith, Shinryu normal.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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