
Originally Posted by
Semirhage
I cannot overstate how hard my eyes roll at the argument that my user experience as a healer *must* consist largely of casting one spell over and over and over again because if it doesn't...then...then...someone somewhere might wipe their party! Is that one spell a healing spell? Naaaaah, no, it's what you do when you don't need to heal. So what's the problem? It's that downtime kit...it stares at you. Menacingly! The very idea of having anything to do beyond heal spamming is so paralyzing that its very presence causes wipes.
Oh I know. Dragoon is terrifying. I can't play it, the rotation is just too hard to remember. If I can't spend 70% of an encounter pressing True Thrust True Thrust True Thrust True Thrust True Thrust, I'll be too confused and my low damage will cause us to fail DPS checks! Better update the job to play like this immediately. You wouldn't want to stress me out with all that pressure, design team.
That made-up scenario sounds ludicrous, I know. Now, which parts aren't exactly the same stupid nonsense argument made about healers? Sure, sure, the argument is about the job's primary role instead of its downtime activity. Which just makes it even more relevant, because having a scary, impossible primary responsibility is even more dire than a scary, impossible downtime activity, no?
Excuses for BS, awful design like this are just that; excuses. "It's too scary for newbies" is an excuse. Design it better then. You don't treat DPS mains like they're too stupid to remember more than one thing at a time.