Couldn't they just incentivize shielding by giving them different after effects once they pop? Hell they could even make them deal damage to the enemy at a scale and potency the devs have complete control over, or give buffing capabilities to SCH through such a hypothetical mechanic. They could even make a effect for when two shields hold hands because the party has 2 shield healers, nothing OP but something so that it's not a complete issue to have 2 shield healers. Particularly because they said they will adjust 8 man queues to account for a throughput healer and a shield healer so that 1 of each is present, that makes me think they're trying to say "they're different enough and the differences are impactful enough you want 1 of each" but is that really gonna be the future of queues? waiting for a throughput healer or shield healer? I'm still confused about that bit of info they mentioned in the announcement showcase tbh.
The reason I bring up after effects is because if they want shields to be a thing, with the math the community has done demonstrating that it in fact does not need to be a thing outside of specific instances makes me believe the easiest solution is for the devs to incentivize players in a way that doesn't increase the stress on healers, something the devs have been wanting to avoid as they even brought it up when introducing the Mon Hun savage difficulty boss at the time this is me paraphrasing: "We don't normally have savage level 4 man content till now because once the healer is down there's no way to save the run" which makes sense since the 2 classes with combat rez aren't healers and thus not occupying a required role and fights having to be made with any party loadout in mind rather than specific ones. They further demonstrated wanting to reduce healer stress by reducing the amount of pretty buttons they need to press to pump out damage when they sandpapered them down during ShB launch. if they want to have their cake of not stressing healers or designing content that requires lots of healing to combat boss DPS going out, and eat it and savor the delicious flavor of interesting job mechanics then the path of least resistance is to design incentives or rewards for doing something you should already be doing and they've done this before with BLM and SAM, keep that buff up long enough and you can fire out free nukes, burn those swordskill symbols/medallions to build up this other resource which lets u fire a shoha once you accumulate enough of it.


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