
Originally Posted by
JunseiKei
No idea what gave you that assumption just because we have differing opinions, but you're very wrong. If you'd like to see what kind of a player I am in savage raids, there is a public site in which you may use to check. Otherwise, I kindly ask that you keep ad hominem to a minimum.
That wasn't directed at you, hence why it was under the other poster's quote. I directed it at them because they made a bunch of veiled insults about how I'm a poindexter who only cares for numbers, and more importantly, they said they DON'T do Savage. For future reference, I put responses BELOW quotes.
Yes, they can. However, the problem is the community and how outspoken some are on how they interpret the game should be, despite any design choices made by the game's team.
The game design team obviously does not solely balance based on high end players. If they did, they wouldn't think Verraise is worth RDM being 2000 DPS behind BLM; raise does not save early Savage runs, but it does save less difficult content. The alternative is that the job balance team doesn't know HOW to balance to the high end.
I can't think of a single fighting game where button mashing is designed around, but I can think of a fighting game with a simple, small command list and is still fun (Divekick). Granted, that game would not be to everyone's liking.
Divekick's balance patches took tournament player feedback and tournament results int accout. It was still being balanced at the high end post-launch, despite starting out as an april fool's joke.
I can't agree as I've known quite a couple to progress solely through PUGs (due to work schedules not being consistent to allow them to raid with a static) and still gain a week 1 clear in terms of savage raids. They didn't do it blindly, though, but all the same, it was possible to do it without a pre-made group. All this comment does is make me think back to my above comment here on how a vocal community says the game should be versus how it was designed by the developers.
I never said people couldn't do it. But the fights should be designed with the assumption that players are communicating.
An assumption on your part with no evidence. I have a static and I love my co-healer. However, I am still very realistic about how the game ends up being with the players I end up playing the game with on a majority basis - the people outside of a static. I'm not disagreeing with that last statement. Mostly. That's something I've stated before to a similar effect, but may have been lost in other things I was saying. So, to that extent, we agree on something.
When you talk about not being able to rely on your cohealer, what am I supposed to think? PUGs and a difficult co-healer are the only things that come to mind. I honestly feel for anyone who has to deal with PUGs with no friends for refuge. Because it's always a crapshoot what you're going to get (like delay netplay in fighting games!).