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  1. #11
    Player
    Snek's Avatar
    Join Date
    Jun 2020
    Posts
    16
    Character
    Loken Garvell
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Daniolaut View Post
    But... my thread is about healers being incapable or refusing to heal....
    I once had a RDM who did nothing but their Black magic abilities and never meleed. We should reduce RDM's abilities to 3 buttons (melee, short cast, long cast) to make sure all RDMs balance their magic. Actually reduce it to two buttons to lock them into using their melee attacks. See how bad that sounds? This is the reasoning you're using if it's just about healers incapable/refusing to heal. Regardless of how unbelievable brain-numbingly simple you make a job, there will always be someone who finds a way to play it poorly. We should instead focus on bringing up complexity in optimal play... Easy to enter, very difficult to master is what ALL jobs should be striving towards.

    Quote Originally Posted by Daniolaut View Post
    Making their damage "rotations" complex is literally counterproductive not only to this thread, without reasoning, but to Square-Enix's choice to do this very thing to hopefully ensure healers heal.
    And we've been complaining about this (both tanks and healers) since ShB was released. We don't want to just be punching bags and heal bots. We want complexity too. Hell, it doesn't even have to be complexity in their DPS rotation, but unfortunately, due to the fight design being the same every time (i.e. we learn the fight thus know exactly when damage is coming) it ends up being the only thing that can be complex (in the end, DPS is the only thing that matters. A dead boss = the ultimate heal). We want each job in a role to be different and to allow us to grow and excel at these jobs. Plus having very different ways to get the problem presented to us done is fun.

    Quote Originally Posted by Daniolaut View Post
    Clearly it was a failed attempt, but you cant possibly think they reduced healer damage actions to just 2 "spells" without realizing its going to affect "healers fun" if they think healers should be dealing damage.
    (pure speculation time) It's actually quite possible they did. There's only 4 people on the job design team. So making all the healers/tanks the same makes balancing them much easier. I think they aimed for balance over everything this expansion and it resulted in homogenization to the detriment of diversity and (IMO) fun.

    Quote Originally Posted by Daniolaut View Post
    Has it not been said that Square-Enix doesnt count healer damage into raid encounters? (Yes this is me asking a question. I heard its been said before, I never personally heard it from SE so no, I don't have or want to look for a link. My point still stands outside this one simple statement, as the others are 100% factual.) As well as Yoshida saying he hates cleric stance, ... and then SE removing a ton of healer damage spells?
    This is true... In ARR. Everything beyond that they 100% include healer DPS as it's pretty much impossible to meet enrage without healers doing DPS. Cleric stance was removed in Stormblood (or change to such a huge degree that it became a small DPS buff window instead of a massive "stance dance" ability). DPS reduction was done an expansion later in Shadowbringers.

    Quote Originally Posted by Daniolaut View Post
    To me it seems 100% intentional that they removed all damage spells except a few from healers. They don't want them letting people die to do damage. Neither do I.
    Nobody wants them to die to do damage, but that's not the jobs fault... That's the person playing the jobs fault. Don't blame the tools, blame the craftsman.
    (6)
    Last edited by Snek; 07-22-2020 at 08:03 AM.