For tanks, they decided to distance themselves from enmity management and allowing them to go full blown DPS mode most of the time while still in the background timing their defensives and group mitigations, so tanks despite having to do the tank role still allow for complex DPS mechanics/rotations and, yet, somehow, are still perfectly able to fulfill their roles as tanks. But for healers they seem to think they need to push the antiquated idea that healers need to be healing all the time and treating DPS as if it's something you'll only rarely have the time to be doing, so they don't need to flesh it out as much. This is just not true in practice, you are mashing Glare/Broil/Malefic at all times you don't need to heal, which is a majority of the time, so why NOT make it more complex while you're inevitably doing so? As complex as it gets is putting a DoT every half a minute. You can have all the DPS stuff on a totally separate hotbar if they really wanted. I really miss the days of Bane and Shadow Flare on scholar... That's just 2 extra buttons that give a lot more complexity and uniqueness to the job, is that really so much to ask for? Player skill has only gone up as the game continues, and yet they still look down on their players not being able to handle more than one mashable attack and one DoT? It feels condescending, especially with all these high level fights we do now. It's not like we're still leveling up through ARR, still getting used to how the game works.
I have also heard the devs say that they don't even factor healer DPS into the fight requirements, which I just gotta call BS on, I think they are outright lying when they say that, that is just truly an insane amount of numbers to just routinely ignore from a game development/balance perspective. Imagine if they didn't count tank DPS for fight design either... Is that just optional DPS too? I don't think so. DPS is a fact of life for all the jobs. Even in the classic FF games going all the way back to FF1, when your party was well off on HP and the white mage didn't need to be healing, you would command it to do some extra attacks, cause why not, they've got Holy, debuffs, shooting arrows, attack spells from using their staff as an item, etc. They don't have to do huge damage, just at least give them some interesting tools when they must do so instead of 2 generic buttons across all of them.


Reply With Quote






