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  1. #1
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    That's hard to say really. My first guess is that they are still stuck in the mentality of how healers were played in ARR.

    But perhaps a more likely banana skin could be with how testing, balancing and QA is handled. My suspicion is that SE simply have a large pool of testers shared between multiple projects with people getting assigned through fairly random tickets. So there's a pretty good chance that alterations and balancing choices are getting validated by people that potentially don't have a particularly deep understanding of the game beyond 'can I keep my group alive?' and 'is my character's head attached on the right way?'. They don't look at SCH landing in a new expansion with no AoE yet again and go 'hey yeah, this is bad right?' as they likely don't know any better.
    (6)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #2
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Sebazy View Post
    That's hard to say really. My first guess is that they are still stuck in the mentality of how healers were played in ARR.
    I remember at the end of the 4.0 area, when Yoshi P stated that they'd give scholar more raw healing capacity because "whm heals everything while scholar dps", totally ignoring how powerful skills like indom/excog/fey union/critlo were in the healing contribution.
    So sometimes, yeah, I wonder... I'd even say you're probably right.
    (5)

  3. #3
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,677
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sebazy View Post
    That's hard to say really. My first guess is that they are still stuck in the mentality of how healers were played in ARR.

    But perhaps a more likely banana skin could be with how testing, balancing and QA is handled. My suspicion is that SE simply have a large pool of testers shared between multiple projects with people getting assigned through fairly random tickets. So there's a pretty good chance that alterations and balancing choices are getting validated by people that potentially don't have a particularly deep understanding of the game beyond 'can I keep my group alive?' and 'is my character's head attached on the right way?'. They don't look at SCH landing in a new expansion with no AoE yet again and go 'hey yeah, this is bad right?' as they likely don't know any better.
    I think this is precisely where their problems lie. The dev team focuses too much on players who think Cure III is an upgrade on Cure II and "accessibility" instead of trying to develop a middle ground. That, and they seem utterly terrified of making content require more dedicated healing. It's strange because we see them make efforts towards the latter hence why heals are actually weaker than they were in Stormblood. Yet they tune fights lower or don't consider healers have so many tools nowadays that small reductions, especially to GCD heals, won't make a dent beyond large dungeon pulls. It just feels like the whole design philosophy for healers is a confusing mess.
    (3)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."