As far as we know they have 4 people designing every single job, and none of those play healer (not sure about tank).How many designers are on the team? Is there one to represent every job in the game, or even every role? While I am one to pardon the devs from a lot of player gripes, I am not thoroughly convinced that the lack of one of them being a healer main is the culprit to this issue. While they could broaden the perspective on how to keep healer utility relevant as players get stronger opposed to someone who does not main the role; a healer main on the team is going to have the same tools to work with, and the same constrictions to work around as any other member on that team.
I think of it as someone who is perfectly qualified for a job, but they don't have the support or tools they need to perform to the best of their ability. IOW, a healer main on the team =/= anything changing at all.




This is my impression as well, which according to the recent information given to us, there are essentially five roles as depicted in our character menus. That isn't really anything new though, other than confirming that even if they did have one engineer to represent each role, they are one short. I don't think it's either here or there because of how PvE is structured. They could replace anyone on that team with a healer main, or someone there can take it up and we would still have the same result.
Problem as I see it is instead of addressing the ilv problem, they just keep moving the goalposts; which will validate healer utility again for what? Two, three weeks?. Also according to that information, they have ran out of field and I would say they ate up that field in massive chunks allowing the ilv to scale the way it does. I have just never been able to comprehend the reverse pyramid approach to content design these devs use, but I also don't see it changing. I think that instead of addressing the ilv scaling in 6.0, they've just reset the values, and are starting fresh, and will continue to move the goalposts again each patch. Just by much smaller margins this time.
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