
Originally Posted by
Gemina
Am I disregarding the issue, or are the players I questioned disregarding casual players? One of those two cases fueled my last post, and it's definitely not the former. Having healed in this game for years, across all content except Ultimate, I am all too aware of the issues healers have in regards to their kits and the content. There is nothing wrong with asking for our jobs to be fun, and in the case of healers, we definitely should be receiving the same amount of attention that is paid to other jobs when it comes to making them fun and engaging to play. I will agree that is not happening. What I don't agree with is raising the difficulty level of casual content just because the more advanced players are not engaged. I will never get on board with that, and neither will this dev team. Dungeons like Grand Cosmos, Amaurot, and the Burn are about as tough as they will make 4-man. Players can and will fail mechs in dungeons like those, so healers will need to stay awake. There is Ratholos EX, but I don't count that one because of how healing is set up for that fight.
Healing however, is just a different role from the other two and this just needs to be accepted. Their kits are aimed at sustainability and erasing player mistakes. You're not going to get kits that have an intricate system of cogs that you need to understand in order to pump out respectable damage when those two responsibilities fall squarely on your shoulders. However, this doesn't mean healers can't have rewarding gameplay outside saving a raid from failure. I think that's what this team is still trying to figure out, and I don't think it's as simple as some people are trying to make it out to be.