Then to ensure there's a skill check for not-busy healers, they add in enrage/dps checks that require healers to meet a certain lvl of glare/broil spam proficiency. That's the healer's skill check, for when the rest of the party plays well.
So therefore, some have been vocal about the healer's DPS kit, they want a more complex rotation, not just glare/broil/malefic spam.
But beware when you ask for this. It will create another skill-gap for healers, that interact negatively with how well the other 3-7 players on the party plays. Because if the other players are lacking, and demand more healing to stay alive, it will cause many players to fail their new complex dps rotation.
Thus, encounter design with a complex healer dps rotation, will have lower DPS checks to give more players leeway. But for a group where everyone plays perfectly, they will clear it easier, perhaps too easy.
Devs have stated they want to create content that is difficult, but rewarding based on player skill (for all jobs), thus, before you think they are ignoring feedback, you should think how your suggestions alter the game for other jobs & whether its still as rewarding of skillful play.
It's really a fine line and I think some of the more harsh feedback from players don't factor in how it would affect the wider playerbase.
Statements like "they don't know what they are doing", "they don't get how healers are played".. it takes a level of ego to say that to devs who have proven to care about their game & playerbase.
Ultimately, the role of healer can be easy, and boring, or vary to extreme challenge, and its entirely dependent on the players in your party, not you. Just keep this in mind, as it's some that the dev team clearly has in their minds.
2/2
Edit: I added further thoughts here after gaining more end-game experience: https://forum.square-enix.com/ffxiv/...=1#post5790145

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